Market Research Report
Middle East & Arab Animation, VFX & Video Games: Strategies, Trends & Opportunities (2020-25)
|Published by||Digital Vector, Inc.||Product code||920315|
|Published||Content info||400 Pages, 109 Figures, 56 Tables
Delivery time: 1-2 business days
|Middle East & Arab Animation, VFX & Video Games: Strategies, Trends & Opportunities (2020-25)|
|Published: January 1, 2020||Content info: 400 Pages, 109 Figures, 56 Tables||
The Middle Eastern and Arab Animation, VFX and Video Games industry has the potential to emerge as an engine of growth for the continent. The industry has been in existence for quite a long time, however on a small scale. This is changing with increasing global exposure and knowledge transfer and training from international animation and game studios. The industry is in a phase where we are seeing the emergence of several animation, VFX and gaming companies and animators working on attractive stories and content leveraging the continent's large potential for stories.
The region has a handful of large animation studios as well as several small and medium sized studios producing content tailored to local tastes. Supply of animation talent, which has historically been limited, is emerging with support and intervention of several government and industry initiatives to develop and support animation through university courses and vocational training courses which provide theoretical and practical hands-on learning on Animation, VFX and Video Games. There are vast sections of the Middle East and Arab region where the potential for Animation, VFX & Video games has not yet been realized and calls for closer participation between government, industry and academia to catalyse the industry growth. The industry needs support in the form of training, funding, tax incentives, market reach, access to hardware and software, legal support to protect the content IP. access to global distribution and collaboration networks etc. Countries such as Egypt, Syria, Lebanon, Jordan, Saudi Arabia, Palestine, Turkey, Israel and Iran are emerging as key players in the region. However, the content producers in these countries have not been successful in global distribution of their output. This current focus of the industry includes content for movies, television, games, augmented reality, virtual reality, advertising, web designs and industrial applications such as architecture, engineering, industrial design, healthcare, education, medicine, and the motor industry.
The demand for animation, VFX and video gaming has expanded with the increase in targeted broadcasting hours by cable and satellite TV, availability of low-cost internet access, penetration of mobile devices along with the growing popularity of streaming video. In addition, the demand for Animation and VFX content to power immersive experiences such as Augmented Reality and Virtual Reality is growing exponentially. The rapid advancement of technology has made animation, VFX & games available to the masses, and this industry has become one of the fastest growing segments in the global media and entertainment market. We are increasingly seeing more of animation, VFX and games production taking place in a globally distributed mode. Production work is becoming global with countries as well as regions offering tax incentives, subsidies, financial support, regional low labor costs etc. and companies are cutting costs by setting up facilities in such regions. Cloud computing is playing a key role in character rendering and modeling processes as cloud-based rendering of animation films is more effective and efficient as it reduces the time and cost compared to traditional rendering.
Digital Vector is the world's most authoritative source for Animation, VFX & Video Games Industry research. The industry research, in publication since the year 2003 is the primary source of reference for leading global business executives, government leaders, product managers, researchers, analysts, academia and consultants. The report is the result of hundreds of man years of effort involving leading industry analysts with expertise across various aspects of the Animation, VFX & Games industry value chain. Digital Vector is the source for objective and actionable research to more than 700 plus global Fortune 1000 organizations in more than 40 countries across various value chain and industry functions.
Our research provides insights, information, advice and tools to achieve key priorities and enable the next wave of industry growth by enabling the key decision makers to take the right decisions. The research covers Animation, VFX and Video Games market across 60 plus countries, 6,000 plus Animation, VFX and Games studios and services companies as well as 200 plus animation and games software product companies. It is based on rigorous research methodology, which includes extensive Primary Research supported by in-depth Secondary Research using advanced quantitative and qualitative analysis.
Inputs and insights from our extensive network of Animation, VFX and Video Games industry service provider and consumer stakeholders gives clients a holistic picture of supply and demand they can only get from Digital Vector. Our research offers insights, expert analysis and forecasts about the Animation, VFX & Games industry including value chain analysis, market sizing and forecasting, industry challenges, opportunities, strengths, business models, content demand market size, commercial models, cost structure analysis, talent supply and cost analysis, industry trend, segmentation, government policy analysis, competitive benchmarking, animation software product market analysis, industry eco-system analysis, company profiles, supplier analysis, distributor analysis and product launch strategies.
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