Animation, VFX & Game in Global Market Size Is Expected to Reach 478600 Million US$ with a CAGR of 3.1% During Forecast Period 2018-2025
Global Animation, VFX & Game Market size was 376100 million US$ and it is expected to reach 478600 million US$ by the end of 2025, with a CAGR of 3.1% during 2018-2025.
London, UK -- (SBWire) -- 12/06/2018 --The "Global Animation, VFX and Game Market" is an in depth study analyzing the current state and forecast 2018-2025. It provides brief overview of the market focusing on definitions, market segmentation, end-use applications and industry chain analysis. The study on Global Animation, VFX and Game Market provides analysis of market covering the industry trends, recent developments in the market and competitive landscape. Competitive analysis includes competitive information of leading players in market, their company profiles, product portfolio, capacity, production, and company financials. In addition, report also provides upstream raw material analysis and downstream demand analysis along with the key development trends and sales channel analysis. Research study on Global Animation, VFX and Game Market discusses the opportunity areas for investors.
The report provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
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Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.
The entire Animation, VFX & Games market continues to grow in the foreseeable future, and with the increased consumer spending on entertainment products and the higher visual requirements for Animation & Game production, Animation, VFX & Games will gain growing industry influence.
United States was the largest consumer market with a market share of 26.43% in 2013 and 22.77% in 2017 with a decrease of 3.66%, while China ranked the first markets with the market share of 26.90% in 2017, driven by market and national government policy.
In 2017, the global Animation, VFX & Game market size was 376100 million US$ and it is expected to reach 478600 million US$ by the end of 2025, with a CAGR of 3.1% during 2018-2025.
This report focuses on the global Animation, VFX & Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Animation, VFX & Game development in United States, Europe and China.
The key players covered in this study
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
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Market segment by Type, the product can be split into
Animation & VFX
Game & VFX
Market segment by Application, split into
Anime
Film
Video Game
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
Table of Contents
Global Animation, VFX and Game Market
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Animation, VFX & Game Market Size Growth Rate by Type (2013-2025)
1.4.2 Animation & VFX
1.4.3 Game & VFX
1.5 Market by Application
1.5.1 Global Animation, VFX & Game Market Share by Application (2013-2025)
1.5.2 Anime
1.5.3 Film
1.5.4 Video Game
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Animation, VFX & Game Market Size
2.2 Animation, VFX & Game Growth Trends by Regions
2.2.1 Animation, VFX & Game Market Size by Regions (2013-2025)
2.2.2 Animation, VFX & Game Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
3 Market Share by Key Players
3.1 Animation, VFX & Game Market Size by Manufacturers
3.1.1 Global Animation, VFX & Game Revenue by Manufacturers (2013-2018)
3.1.2 Global Animation, VFX & Game Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global Animation, VFX & Game Market Concentration Ratio (CR5 and HHI)
3.2 Animation, VFX & Game Key Players Head office and Area Served
3.3 Key Players Animation, VFX & Game Product/Solution/Service
3.4 Date of Enter into Animation, VFX & Game Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
4.1 Global Animation, VFX & Game Market Size by Type (2013-2018)
4.2 Global Animation, VFX & Game Market Size by Application (2013-2018)
5 United States
5.1 United States Animation, VFX & Game Market Size (2013-2018)
5.2 Animation, VFX & Game Key Players in United States
5.3 United States Animation, VFX & Game Market Size by Type
5.4 United States Animation, VFX & Game Market Size by Application
6 Europe
6.1 Europe Animation, VFX & Game Market Size (2013-2018)
6.2 Animation, VFX & Game Key Players in Europe
6.3 Europe Animation, VFX & Game Market Size by Type
6.4 Europe Animation, VFX & Game Market Size by Application
7 China
7.1 China Animation, VFX & Game Market Size (2013-2018)
7.2 Animation, VFX & Game Key Players in China
7.3 China Animation, VFX & Game Market Size by Type
7.4 China Animation, VFX & Game Market Size by Application
8 Japan
8.1 Japan Animation, VFX & Game Market Size (2013-2018)
8.2 Animation, VFX & Game Key Players in Japan
8.3 Japan Animation, VFX & Game Market Size by Type
8.4 Japan Animation, VFX & Game Market Size by Application
9 Southeast Asia
9.1 Southeast Asia Animation, VFX & Game Market Size (2013-2018)
9.2 Animation, VFX & Game Key Players in Southeast Asia
9.3 Southeast Asia Animation, VFX & Game Market Size by Type
9.4 Southeast Asia Animation, VFX & Game Market Size by Application
10 India
10.1 India Animation, VFX & Game Market Size (2013-2018)
10.2 Animation, VFX & Game Key Players in India
10.3 India Animation, VFX & Game Market Size by Type
10.4 India Animation, VFX & Game Market Size by Application
11 Central & South America
11.1 Central & South America Animation, VFX & Game Market Size (2013-2018)
11.2 Animation, VFX & Game Key Players in Central & South America
11.3 Central & South America Animation, VFX & Game Market Size by Type
11.4 Central & South America Animation, VFX & Game Market Size by Application
12 International Players Profiles
12.1 Tencent
12.1.1 Tencent Company Details
12.1.2 Company Description and Business Overview
12.1.3 Animation, VFX & Game Introduction
12.1.4 Tencent Revenue in Animation, VFX & Game Business (2013-2018)
12.1.5 Tencent Recent Development
12.2 Sony
12.2.1 Sony Company Details
12.2.2 Company Description and Business Overview
12.2.3 Animation, VFX & Game Introduction
12.2.4 Sony Revenue in Animation, VFX & Game Business (2013-2018)
12.2.5 Sony Recent Development
12.3 Activision Blizzard
12.3.1 Activision Blizzard Company Details
12.3.2 Company Description and Business Overview
12.3.3 Animation, VFX & Game Introduction
12.3.4 Activision Blizzard Revenue in Animation, VFX & Game Business (2013-2018)
12.3.5 Activision Blizzard Recent Development
12.4 Microsoft
12.4.1 Microsoft Company Details
12.4.2 Company Description and Business Overview
12.4.3 Animation, VFX & Game Introduction
12.4.4 Microsoft Revenue in Animation, VFX & Game Business (2013-2018)
12.4.5 Microsoft Recent Development
12.5 Nintendo
12.5.1 Nintendo Company Details
12.5.2 Company Description and Business Overview
12.5.3 Animation, VFX & Game Introduction
12.5.4 Nintendo Revenue in Animation, VFX & Game Business (2013-2018)
12.5.5 Nintendo Recent Development
12.6 Netease
12.6.1 Netease Company Details
12.6.2 Company Description and Business Overview
12.6.3 Animation, VFX & Game Introduction
12.6.4 Netease Revenue in Animation, VFX & Game Business (2013-2018)
12.6.5 Netease Recent Development
12.7 Walt Disney Animation Studios
12.7.1 Walt Disney Animation Studios Company Details
12.7.2 Company Description and Business Overview
12.7.3 Animation, VFX & Game Introduction
12.7.4 Walt Disney Animation Studios Revenue in Animation, VFX & Game Business (2013-2018)
12.7.5 Walt Disney Animation Studios Recent Development
12.8 NBCUniversal
12.8.1 NBCUniversal Company Details
12.8.2 Company Description and Business Overview
12.8.3 Animation, VFX & Game Introduction
12.8.4 NBCUniversal Revenue in Animation, VFX & Game Business (2013-2018)
12.8.5 NBCUniversal Recent Development
12.9 Warner Bros
12.9.1 Warner Bros Company Details
12.9.2 Company Description and Business Overview
12.9.3 Animation, VFX & Game Introduction
12.9.4 Warner Bros Revenue in Animation, VFX & Game Business (2013-2018)
12.9.5 Warner Bros Recent Development
12.10 Framestore
12.10.1 Framestore Company Details
12.10.2 Company Description and Business Overview
12.10.3 Animation, VFX & Game Introduction
12.10.4 Framestore Revenue in Animation, VFX & Game Business (2013-2018)
12.10.5 Framestore Recent Development
12.11 TOEI ANIMATION
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