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PUBLISHER: TechNavio | PRODUCT CODE: 2109532

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PUBLISHER: TechNavio | PRODUCT CODE: 2109532

Global Animation And Gaming Market 2026-2030

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PAGES: 303 Pages
DELIVERY TIME: 1-2 business days
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The global animation and gaming market is forecasted to grow by USD 135109.4 mn during 2025-2030, accelerating at a CAGR of 21.2% during the forecast period. The report on the global animation and gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growth of immersive technologies and advanced development platforms, expansion of cross media entertainment ecosystems, increasing consumer engagement across digital entertainment platforms.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202620.4%
CAGR21.2%
Incremental Value$135109.4 mn

Technavio's global animation and gaming market is segmented as below:

By Application

  • Film
  • TV
  • Others

By Platform

  • Mobile games
  • Console games
  • PC games
  • Online games

By Product Type

  • 3D animation
  • 2D animation
  • Motion graphics
  • Visual effects

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the rise of creator economy driven content production as one of the prime reasons driving the global animation and gaming market growth during the next few years. Also, growing adoption of cloud based collaborative production workflows and expansion of localized storytelling across global audiences will lead to sizable demand in the market.

The report on the global animation and gaming market covers the following areas:

  • Global animation and gaming market sizing
  • Global animation and gaming market forecast
  • Global animation and gaming market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global animation and gaming market vendors that include Adobe Inc., Autodesk Inc., CD Projekt SA, Cinesite VFX Ltd, DNEG, Electronic Arts Inc., Embracer Group AB, Epic Games Inc., Konami Group Corp., Microsoft Corp., Reel FX Creative Studios, Rovio Entertainment Corp., Sony Group Corp., STUDIO GHIBLI Inc., Studio Mir Co. Ltd., Studio Trigger Inc., Supercell Oy, Take Two Interactive Software, The Walt Disney Co., Titmouse Inc., Ubisoft Entertainment SA. Also, the global animation and gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Product Code: IRTNTR73487

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by Product Type
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Animation And Gaming Market 2020 - 2024
    • Historic Market Size - Data Table on Global Animation And Gaming Market 2020 - 2024 ($ million)
  • 5.2 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.3 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.4 Product Type segment analysis 2020 - 2024
    • Historic Market Size - Product Type Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Animation and Gaming Market
  • 6.2 Impact of Geopolitical Conflicts for Global Animation and Gaming Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Application

  • 8.1 Market segments
  • 8.2 Comparison by Application
  • 8.3 Film - Market size and forecast 2025-2030
  • 8.4 TV - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Application
    • Market opportunity by Application ($ million)

9 Market Segmentation by Platform

  • 9.1 Market segments
  • 9.2 Comparison by Platform
  • 9.3 Mobile games - Market size and forecast 2025-2030
  • 9.4 Console games - Market size and forecast 2025-2030
  • 9.5 PC games - Market size and forecast 2025-2030
  • 9.6 Online games - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

10 Market Segmentation by Product Type

  • 10.1 Market segments
  • 10.2 Comparison by Product Type
  • 10.3 3D animation - Market size and forecast 2025-2030
  • 10.4 2D animation - Market size and forecast 2025-2030
  • 10.5 Motion graphics - Market size and forecast 2025-2030
  • 10.6 Visual effects - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Product Type
    • Market opportunity by Product Type ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 APAC - Market size and forecast 2025-2030
    • 12.4.1 China - Market size and forecast 2025-2030
    • 12.4.2 Japan - Market size and forecast 2025-2030
    • 12.4.3 India - Market size and forecast 2025-2030
    • 12.4.4 South Korea - Market size and forecast 2025-2030
    • 12.4.5 Australia - Market size and forecast 2025-2030
    • 12.4.6 Indonesia - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Growth of immersive technologies and advanced development platforms
    • Expansion of cross media entertainment ecosystems
    • Increasing consumer engagement across digital entertainment platforms
  • 13.2 Market challenges
    • Content production cost pressure and talent constraints
    • Intellectual property protection and digital piracy risks
    • Regulatory complexity and changing consumer expectations
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Rise of creator economy driven content production
    • Growing adoption of cloud based collaborative production workflows
    • Expansion of localized storytelling across global audiences

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Adobe Inc.
    • Adobe Inc. - Overview
    • Adobe Inc. - Business segments
    • Adobe Inc. - Key news
    • Adobe Inc. - Key offerings
    • Adobe Inc. - Segment focus
    • SWOT
  • 15.5 Autodesk Inc.
    • Autodesk Inc. - Overview
    • Autodesk Inc. - Business segments
    • Autodesk Inc. - Key offerings
    • Autodesk Inc. - Segment focus
    • SWOT
  • 15.6 Cinesite VFX Ltd
    • Cinesite VFX Ltd - Overview
    • Cinesite VFX Ltd - Product / Service
    • Cinesite VFX Ltd - Key offerings
    • SWOT
  • 15.7 DNEG
    • DNEG - Overview
    • DNEG - Product / Service
    • DNEG - Key offerings
    • SWOT
  • 15.8 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.9 Embracer Group AB
    • Embracer Group AB - Overview
    • Embracer Group AB - Business segments
    • Embracer Group AB - Key offerings
    • Embracer Group AB - Segment focus
    • SWOT
  • 15.10 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 15.11 Konami Group Corp.
    • Konami Group Corp. - Overview
    • Konami Group Corp. - Business segments
    • Konami Group Corp. - Key offerings
    • Konami Group Corp. - Segment focus
    • SWOT
  • 15.12 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 15.13 Rovio Entertainment Corp.
    • Rovio Entertainment Corp. - Overview
    • Rovio Entertainment Corp. - Business segments
    • Rovio Entertainment Corp. - Key offerings
    • Rovio Entertainment Corp. - Segment focus
    • SWOT
  • 15.14 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 15.15 Supercell Oy
    • Supercell Oy - Overview
    • Supercell Oy - Product / Service
    • Supercell Oy - Key offerings
    • SWOT
  • 15.16 Take Two Interactive Software
    • Take Two Interactive Software - Overview
    • Take Two Interactive Software - Product / Service
    • Take Two Interactive Software - Key offerings
    • SWOT
  • 15.17 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT
  • 15.18 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
Have a question?
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Manager - EMEA

+32-2-535-7543

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Manager - Americas

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