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市场调查报告书
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1800118

全球动画市场:2025年至2030年的预测

Global Animation Market - Forecasts fom 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 145 Pages | 商品交期: 最快1-2个工作天内

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简介目录

预计动画市场规模将从 2025 年的 4,280.84 亿美元成长至 2030 年的 5,747.02 亿美元,复合年增长率为 6.07%。

动画市场涵盖电视、电影、电子游戏和串流媒体服务的动画内容製作和发行。随着数位媒体和先进动画工具的普及,对高品质、视觉衝击力强的内容的需求激增,市场正在不断扩张。网路速度加快和装置普及推动了数位格式的转变,这使得随选节目消费成为可能,并刺激了娱乐、游戏、教育和广告等领域的动画应用。然而,盗版、专业技能人才短缺以及高昂的製作成本等挑战可能会阻碍动画市场的成长。

驱动程式

对动画内容的需求不断成长

动画内容在从儿童到成人的受众群体中日益流行,成为主要的成长要素。与真人电影相比,动画製作成本更低,能够以更少的资源实现创造性的叙事和独特的视觉效果。串流媒体平台透过製作针对不同受众群体的内容来扩大这一需求,从而推动市场成长。

游戏产业的成长

全球游戏产业的扩张为动画市场提供了巨大的推动力。电子游戏需要大量的角色、环境和视觉效果动画,随着游戏复杂性的增加,对高品质动画软体的需求也不断增长。游戏开发者正在利用先进的工具来增强视觉吸引力和游戏性,进一步推动市场成长。

数位媒体消费

在行动装置和4G、5G等先进网路技术的推动下,数位媒体的转型彻底改变了内容消费方式。为了抓住这一趋势,负责人正在向数位媒体(包括动画广告)投入更多预算,推动了对创新动画解决方案的需求。

目录

第一章执行摘要

第二章市场概述

  • 市场概览
  • 市场定义
  • 调查范围
  • 市场区隔

第三章 经营状况

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析
  • 产业价值链分析
  • 政策法规
  • 策略建议

第四章 技术展望

第五章 全球动画市场类型

  • 介绍
  • 2D动画
  • 3D动画
  • 动态图像
  • 定格动画
  • 其他的

第六章 全球动画市场(按组件)

  • 介绍
  • 软体
  • 服务

第七章 全球动画市场(按类型)

  • 介绍
  • 本地

第八章全球动画市场(按最终用户)

  • 介绍
  • 媒体与娱乐
  • 教育
  • 零售
  • 卫生保健
  • 製造业
  • 其他的

第九章全球动画市场(按地区)

  • 介绍
  • 北美洲
    • 按类型
    • 按组件
    • 按部署
    • 按最终用户
    • 按国家
      • 美国
      • 加拿大
      • 墨西哥
  • 南美洲
    • 按类型
    • 按组件
    • 按部署
    • 按最终用户
    • 按国家
      • 巴西
      • 阿根廷
      • 其他的
  • 欧洲
    • 按类型
    • 按组件
    • 按部署
    • 按最终用户
    • 按国家
      • 德国
      • 法国
      • 英国
      • 西班牙
      • 其他的
  • 中东和非洲
    • 按类型
    • 按组件
    • 按部署
    • 按最终用户
    • 按国家
      • 沙乌地阿拉伯
      • 阿拉伯聯合大公国
      • 其他的
  • 亚太地区
    • 按类型
    • 按组件
    • 按部署
    • 按最终用户
    • 按国家
      • 中国
      • 印度
      • 日本
      • 韩国
      • 印尼
      • 泰国
      • 台湾
      • 其他的

第十章竞争格局及分析

  • 主要企业和策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作
  • 竞争对手仪表板

第十一章:公司简介

  • Canva
  • DWANGO Co., Ltd.
  • Synfig Studio
  • Toon Boom Animation Inc.(Integrated Media Company)
  • Adobe Inc.
  • Autodesk Inc.
  • iPi Soft LLC.
  • Clara.io(Exocortex Technologies Inc.)
  • Lost Marble LLC
  • Powtoon Ltd.

第十二章 附录

  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关人员的主要利益
  • 调查方法
  • 简称
简介目录
Product Code: KSI061610747

The global animation market is expected to grow at a CAGR of 6.07%, from an estimated market size of USD 428.084 billion in 2025 to USD 574.702 billion in 2030.

The animation market encompasses the creation and distribution of animated content for television, film, video games, and streaming services. The surge in demand for high-quality, visually compelling content fuels market expansion, supported by the proliferation of digital media and advanced animation tools. The shift toward digital formats, bolstered by faster internet speeds and widespread device availability, enables on-demand content consumption, driving adoption across entertainment, gaming, education, and advertising sectors. However, challenges such as piracy, a shortage of skilled professionals, and high production costs may hinder growth.

Growth Drivers

Rising Demand for Animated Content

The increasing popularity of animated content across diverse audiences, from children to adults, is a primary growth driver. Animation offers cost-effective production compared to live-action, requiring fewer resources while enabling creative storytelling and unique visuals. Streaming platforms have amplified this demand by producing content tailored to varied demographics, enhancing market growth.

Growth in the Gaming Industry

The global gaming industry's expansion significantly boosts the animation market. Video games require extensive animation for characters, environments, and visual effects, with rising complexity driving demand for high-quality animation software. Game developers leverage advanced tools to enhance visual appeal and gameplay, further fueling market growth.

Digital Media Consumption

The shift to digital media, supported by mobile devices and improved network technologies like 4G and 5G, has transformed content consumption. Marketers increasingly allocate budgets to digital media, including animated advertisements, to capitalize on this trend, driving demand for innovative animation solutions.

Market Segmentation

By Type

The market is segmented into traditional animation, 2D vector-based animation, 3D computer animation, motion graphics, and stop motion. The 3D computer animation segment is poised for robust growth, driven by technological advancements and its widespread use in films, gaming, and advertising. The affordability of advanced hardware has facilitated a shift to graphically intensive 3D processes, while 2D vector-based animation retains a significant share due to its accessibility and ease of use.

By Industry

Key industries include media and entertainment, education, retail, healthcare, and manufacturing. The education sector is a notable growth area, with animation enhancing learning through visual demonstrations, particularly for young students. Media and entertainment dominate due to the gaming industry's growth, while retail leverages animation for innovative marketing. Healthcare uses animation to visualize complex anatomical details, supporting medical education and training.

Geographical Outlook

North America leads the global animation market, driven by major studios like Walt Disney Animation Studios, Pixar, and DreamWorks, which innovate in animation techniques and storytelling. The region's large media and entertainment industry, representing a third of the global market per the International Trade Administration, fuels demand through targeted broadcasting and streaming content. The growing gaming and healthcare sectors further enhance market opportunities. Europe holds a significant share with its established media industry, while Asia Pacific is poised for rapid growth due to expanding TV channels, retail, and healthcare sectors in developing countries.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2020 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others.

Global Animation Market Segmentation

By Type

  • 2D Animation
  • 3D Animation
  • Motion Graphics
  • Stop Motion
  • Others

By Component

  • Software
  • Services

By Deployment

  • On-Premise
  • Cloud

By End-User

  • Media and Entertainment
  • Education
  • Retail
  • Healthcare
  • Manufacturing
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Taiwan
  • Thailand
  • Indonesia
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. GLOBAL ANIMATION MARKET BY TYPE

  • 5.1. Introduction
  • 5.2. 2D Animation
  • 5.3. 3D Animation
  • 5.4. Motion Graphics
  • 5.5. Stop Motion
  • 5.6. Others

6. GLOBAL ANIMATION MARKET BY COMPONENT

  • 6.1. Introduction
  • 6.2. Software
  • 6.3. Services

7. GLOBAL ANIMATION MARKET BY DEPLOYMENT

  • 7.1. Introduction
  • 7.2. On-Premise
  • 7.3. Cloud

8. GLOBAL ANIMATION MARKET BY END-USER

  • 8.1. Introduction
  • 8.2. Media and Entertainment
  • 8.3. Education
  • 8.4. Retail
  • 8.5. Healthcare
  • 8.6. Manufacturing
  • 8.7. Others

9. GLOBAL ANIMATION MARKET BY GEOGRAPHY

  • 9.1. Introduction
  • 9.2. North America
    • 9.2.1. By Type
    • 9.2.2. By Component
    • 9.2.3. By Deployment
    • 9.2.4. By End-User
    • 9.2.5. By Country
      • 9.2.5.1. USA
      • 9.2.5.2. Canada
      • 9.2.5.3. Mexico
  • 9.3. South America
    • 9.3.1. By Type
    • 9.3.2. By Component
    • 9.3.3. By Deployment
    • 9.3.4. By End-User
    • 9.3.5. By Country
      • 9.3.5.1. Brazil
      • 9.3.5.2. Argentina
      • 9.3.5.3. Others
  • 9.4. Europe
    • 9.4.1. By Type
    • 9.4.2. By Component
    • 9.4.3. By Deployment
    • 9.4.4. By End-User
    • 9.4.5. By Country
      • 9.4.5.1. Germany
      • 9.4.5.2. France
      • 9.4.5.3. United Kingdom
      • 9.4.5.4. Spain
      • 9.4.5.5. Others
  • 9.5. Middle East and Africa
    • 9.5.1. By Type
    • 9.5.2. By Component
    • 9.5.3. By Deployment
    • 9.5.4. By End-User
    • 9.5.5. By Country
      • 9.5.5.1. Saudi Arabia
      • 9.5.5.2. UAE
      • 9.5.5.3. Others
  • 9.6. Asia Pacific
    • 9.6.1. By Type
    • 9.6.2. By Component
    • 9.6.3. By Deployment
    • 9.6.4. By End-User
    • 9.6.5. By Country
      • 9.6.5.1. China
      • 9.6.5.2. India
      • 9.6.5.3. Japan
      • 9.6.5.4. South Korea
      • 9.6.5.5. Indonesia
      • 9.6.5.6. Thailand
      • 9.6.5.7. Taiwan
      • 9.6.5.8. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 10.1. Major Players and Strategy Analysis
  • 10.2. Market Share Analysis
  • 10.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 10.4. Competitive Dashboard

11. COMPANY PROFILES

  • 11.1. Canva
  • 11.2. DWANGO Co., Ltd.
  • 11.3. Synfig Studio
  • 11.4. Toon Boom Animation Inc. (Integrated Media Company)
  • 11.5. Adobe Inc.
  • 11.6. Autodesk Inc.
  • 11.7. iPi Soft LLC.
  • 11.8. Clara.io (Exocortex Technologies Inc.)
  • 11.9. Lost Marble LLC
  • 11.10. Powtoon Ltd.

12. APPENDIX

  • 12.1. Currency
  • 12.2. Assumptions
  • 12.3. Base and Forecast Years Timeline
  • 12.4. Key Benefits for the Stakeholders
  • 12.5. Research Methodology
  • 12.6. Abbreviations