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アニメーションとゲームの世界市場

Animation and Gaming


出版日
ページ情報
英文 177 Pages
納期
即日から翌営業日
適宜更新あり
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価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.06円
アニメーションとゲームの世界市場
出版日: 2024年10月11日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 177 Pages
納期: 即日から翌営業日
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概要

アニメーションとゲームの世界市場は2030年までに1,738億米ドルに達する見込み

2023年に570億米ドルと推定されるアニメーションとゲームの世界市場は、分析期間2023-2030年にCAGR 17.3%で成長し、2030年には1,738億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるTVアプリケーションは、CAGR 19.0%を記録し、分析期間終了時には910億米ドルに達すると予測されます。メディアアプリケーション分野の成長率は、分析期間中CAGR 16.0%と推定されます。

米国市場は推定155億米ドル、中国はCAGR24.6%で成長予測

米国のアニメーションとゲーム市場は2023年に155億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに447億米ドルの市場規模に達すると予測され、分析期間2023-2030年のCAGRは24.6%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ12.9%と15.1%と予測されています。欧州では、ドイツがCAGR約13.9%で成長すると予測されています。

世界のアニメーションとゲーム市場- 主要動向と促進要因のまとめ

なぜアニメーションとゲームは急成長産業なのか?

アニメーションとゲーム業界は、技術の進歩と消費者の嗜好の変化により、急速に拡大しています。歴史的に映画やテレビで繁栄してきたアニメーションは、今やゲーム、マーケティング、オンラインコンテンツ制作に欠かせないものとなっています。一方、ゲームは、コンソール、PC、モバイル機器など、多様なプラットフォームに後押しされ、世界の現象へと変貌を遂げました。ビデオゲームでは、高度に洗練されたアニメーション技術を活用して、没入感のある映画のような体験を提供しています。これは、3Dレンダリング、モーションキャプチャー、インタラクティブストーリーテリングの進歩によって推進され、創造性とエンターテインメントの限界を押し広げています。これらの産業は、もはやエンターテインメントだけでなく、教育、シミュレーション、トレーニングのアプリケーションにおいても重要なツールとなっており、その市場範囲に新たな次元を加えています。

テクノロジーはどのようにアニメーションとゲームの未来を形成しているのでしょうか?

技術革新はアニメーションとゲームの各分野に革命をもたらし、これまで以上に没入感とアクセス性を高めています。拡張現実(AR)と仮想現実(VR)の出現は、特にゲームにおいて新たな可能性を開き、ユーザーは高度にインタラクティブな3D環境に参加できるようになりました。さらに、クラウドゲーミングが大きな動向として浮上し、ユーザーはハイエンドのハードウェアを必要とせずにゲームをストリーミングできるようになり、ゲームへのアクセスが民主化されました。アニメーションでは、AIを活用したツールやプロシージャル・アニメーションがワークフローを合理化し、人の介入を最小限に抑えて複雑なアニメーションを迅速に制作できるようになっています。両産業におけるAIの統合は、よりリアルで応答性の高い環境を実現し、特にゲームでは、機械学習によってキャラクターの行動や世界構築が強化されています。リアルタイムレンダリングとレイトレーシング技術は、ゲーム環境やアニメーションコンテンツをよりリアルに見せ、視聴者やプレイヤーの体験を向上させています。

アニメーションとゲーム市場に影響を与える消費者動向とは?

消費者の行動は大きく変化し、高品質でオンデマンドのエンターテインメントやインタラクティブな体験に対する需要が高まっています。NetflixやDisney+のようなストリーミング・プラットフォームは、アニメコンテンツの幅を広げ、従来の映画に匹敵するクオリティのシリーズや映画を提供しています。一方、ゲーム開発者は、ゲーム内課金やフリーミアムモデルといった新しいビジネスモデルを取り入れています。ゲームとエンターテインメントを融合させたEsportsは、数十億米ドル規模の産業に成長し、世界中で数百万人の視聴者を魅了し、競合ゲームコンテンツに新たな機会を生み出しています。特にアジアやラテンアメリカなどの地域でのモバイルゲームの台頭は、多くのユーザーにとってスマートフォンが主要なプラットフォームとなったことから、ゲーム産業の裾野をさらに広げています。一方、ゲーム内のソーシャルメディア統合、ライブストリーミング、ユーザー生成コンテンツの人気の高まりは、観客が両業界と交流し、貢献する方法を変えています。

アニメーションとゲーム市場の成長を促進する要因とは?

アニメーションとゲーム市場の成長は、いくつかの要因によって牽引されています。5Gネットワークの採用などの技術進歩により、消費者がモバイルデバイスで高品質のゲームやアニメコンテンツにアクセスすることが容易になり、モバイルゲームの急速な拡大に拍車がかかっています。Google StadiaやXbox Cloud Gamingのようなクラウド・ゲーミング・プラットフォームの台頭により、ゲーマーは高価なハードウェアを使わずにハイエンドな体験を楽しむことができるようになり、ゲーム利用者が拡大しました。AI、AR、VR技術の統合も大きな促進要因であり、両業界でより没入感のあるパーソナライズされた体験を可能にしています。インタラクティブでオンデマンドなコンテンツに対する需要の高まりなど、消費者の行動動向は、企業をより洗練されたアニメーションとゲーム体験への投資に駆り立てています。さらに、esportsの拡大や、ゲーム内課金や広告による収益化機会の増加は、新たな収益源を提供し、市場の成長をさらに促進しています。最後に、コンテンツの世界化と、アジアを中心とした新興市場におけるゲームとアニメの影響力の増大が、両業界のリーチと収益性を大きく押し上げています。

調査対象企業の例(注目の36社)

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

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
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