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1644196

アニメーションにおける生成的人工知能の世界市場

Generative Artificial Intelligence in Animation


出版日
ページ情報
英文 128 Pages
納期
即日から翌営業日
適宜更新あり
価格
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=146.99円
アニメーションにおける生成的人工知能の世界市場
出版日: 2025年01月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 128 Pages
納期: 即日から翌営業日
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概要

アニメーションにおける生成的人工知能の世界市場は2030年までに159億米ドルに到達

2024年に21億米ドルと推定されるアニメーションにおける生成的人工知能の世界市場は、分析期間2024-2030年にCAGR 39.8%で成長し、2030年には159億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つである変圧器モデルは、CAGR 39.7%を記録し、分析期間終了時には70億米ドルに達すると予測されます。Generative Adversarial Networks(GANs)モデルセグメントの成長率は、分析期間でCAGR 41.8%と推定されます。

米国市場は5億5,770万米ドル、中国はCAGR 37.8%で成長予測

米国のアニメーションにおける生成的人工知能市場は、2024年に5億5,770万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24億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは37.8%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36.3%と34.6%と予測されています。欧州では、ドイツがCAGR 27.8%で成長すると予測されています。

世界のアニメーションにおける生成的人工知能市場- 主要動向と促進要因まとめ

ジェネレーティブAIはアニメーション産業をどう変革するか?

ジェネレーティブ人工知能(AI)は、クリエイターが比類ないレベルの創造性、効率性、精度を達成できるようにすることで、アニメーション業界に革命をもたらしています。本物そっくりのキャラクター、流れるようなモーション・シーケンス、没入感のある背景を生成できるジェネレーティブAIツールは、アニメーション・プロセスを再定義しました。これらのテクノロジーにより、アニメーターはフレーム補間、テクスチャ生成、キャラクタ・リギングなどの反復作業を自動化し、クリエイティブなストーリーテリングに貴重な時間を割くことができます。高度なニューラルネットワークを搭載したジェネレーティブAIモデルは、既存のアニメーションスタイルから学習して、文脈に即した新しいデザインを作成することができ、オリジナリティの無限の可能性を提供します。スタジオは、制作パイプラインを合理化し、コストを削減し、品質に妥協することなく厳しい納期に対応するために、AI駆動型ツールの採用を増やしています。さらに、ジェネレーティブAIは、小規模スタジオや独立系クリエイターにとってアニメーションをより身近なものにし、かつて大手が独占していた業界で競争することを可能にしています。このようなテクノロジーの民主化により、クリエイターたちはジェネレーティブAIを活用して短編映画から超大作長編映画まで制作し、アニメーション業界の情勢を変えるなど、イノベーションの波に拍車をかけています。

AI主導のアニメーションを推進する上で、テクノロジーが果たす役割とは?

技術の進歩は、ジェネレーティブAIがアニメーションに与える影響の礎であり、創造的なビジョンを実現するために必要な計算能力とツールを提供してきました。トランスフォーマーベースのアーキテクチャ、生成的敵対ネットワーク(GAN)、拡散モデルの開発により、AIシステムは非常に詳細でリアルなアニメーションを生成できるようになった。高性能GPUとクラウド・コンピューティング・プラットフォームは、レンダリング処理をさらに高速化し、スタジオがジェネレーティブAIワークフローの膨大な計算要求に対応できるようにしました。さらに、AIを搭載したツールは、Autodesk Maya、Blender、Unreal Engineといった業界標準のソフトウェアとシームレスに統合され、アニメーターやゲーム開発者のワークフローを強化しています。モーションキャプチャー技術とジェネレーティブAIを組み合わせることで、人間の動きをリアルタイムでマッピングしてリアルなキャラクターアニメーションを作成し、制作期間を大幅に短縮しています。また、超リアルな表情やリップシンクの作成にAIを活用することで、これまでにないリアルさでキャラクターに生命を吹き込むことも画期的です。これらの進歩は、アニメーションにおけるジェネレーティブAIの採用を促進するだけでなく、創造的に可能なことの境界を広げ、ビジュアルストーリーテリングの未来を再定義しています。

ジェネレーティブAIは、業界の慣行と消費者体験をどのように再構築しているのか?

ジェネレーティブAIは、スタジオが制作能力を拡張し、パーソナライズされたコンテンツを作成し、進化する消費者の嗜好に対応できるようにすることで、アニメーションの業界慣行を変革しています。ストリーミング・プラットフォームやコンテンツ・プロバイダーにとって、AI駆動型ツールは、地域固有のアニメーションや文化に関連したストーリーの作成を可能にし、視聴者のエンゲージメントを高め、市場へのアピールを広げます。ゲーム業界では、プロシージャル生成された世界、ダイナミックなキャラクター、適応的なゲームプレイメカニクスの設計にジェネレーティブAIが活用され、プレイヤーにとってより没入的でインタラクティブな体験が生み出されています。広告業界では、ジェネレーティブAIを活用して特定の層に合わせた人目を引くアニメーションを制作し、マーケティング・キャンペーンを最適化しています。教育やトレーニングもAI生成アニメーションの恩恵を受けており、インタラクティブなコンテンツが学習をより魅力的で効果的なものにしています。消費者はますますパーソナライズされた体験を求めるようになっており、ジェネレーティブAIは、クリエイターがユニークで視聴者に特化したコンテンツを制作できるようにすることで、この需要を満たしています。ジェネレーティブAIは、アニメーションの制作・消費方法を再構築することで、業界の慣行を現代の技術動向や消費者動向と一致させるパラダイムシフトを推進しています。

アニメーションにおけるジェネレーティブAI市場の主な成長促進要因は?

アニメーションにおける生成的人工知能市場の成長は、AIアルゴリズムの進歩、業界を超えた使用事例の拡大、消費者の需要の変化など、いくつかの要因によってもたらされます。重要な原動力は、コンテンツ主導のデジタル経済において、高品質で視覚的に魅力的なコンテンツへの需要が高まっていることです。特に、アニメシリーズ、映画、ゲームの需要が伸び続ける中、スタジオは、厳しい制作スケジュールを守り、品質を犠牲にすることなくコストを削減するために、ジェネレーティブAIに注目しています。アンリアル・エンジン5などのリアルタイム・レンダリング・エンジンとAIの統合により、スタジオはより短い時間枠で忠実度の高いアニメーションを制作できるようになり、導入がさらに加速しています。ゲーム業界では、プロシージャル生成コンテンツやダイナミックなストーリーテリングを推進しており、ジェネレーティブAIは、広大なゲーム世界や適応性のあるナラティブを作成するためのツールを提供しています。さらに、メタバースと仮想現実(VR)の台頭は、没入感のある仮想環境やアニメーションアバターの作成におけるジェネレーティブAIの需要を促進しています。消費者の行動も変化しており、パーソナライズされたインタラクティブな体験を求める視聴者が増えています。これらの要因は総体的に、アニメーションにおけるジェネレーティブAIの変革の可能性を浮き彫りにし、今後数年間で市場が飛躍的に成長することを位置づけています。

セグメント

AIモデル(Transformersモデル、Generative Adversarial Networks(GANs)モデル、Variational Autoencoders(VAEs)モデル、その他のAIモデル)、エンドユーザー(テレビ(Over-the-Top)エンドユーザー、広告エンドユーザー、映画制作エンドユーザー、ゲームエンドユーザー、その他のエンドユーザー)

調査対象企業の例(計22社を掲載)

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

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
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP31166

Global Generative Artificial Intelligence in Animation Market to Reach US$15.9 Billion by 2030

The global market for Generative Artificial Intelligence in Animation estimated at US$2.1 Billion in the year 2024, is expected to reach US$15.9 Billion by 2030, growing at a CAGR of 39.8% over the analysis period 2024-2030. Transformers Model, one of the segments analyzed in the report, is expected to record a 39.7% CAGR and reach US$7.0 Billion by the end of the analysis period. Growth in the Generative Adversarial Networks (GANs) Model segment is estimated at 41.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$557.7 Million While China is Forecast to Grow at 37.8% CAGR

The Generative Artificial Intelligence in Animation market in the U.S. is estimated at US$557.7 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$2.4 Billion by the year 2030 trailing a CAGR of 37.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 36.3% and 34.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.8% CAGR.

Global Generative Artificial Intelligence in Animation Market - Key Trends & Drivers Summarized

How Is Generative AI Transforming the Animation Industry?

Generative Artificial Intelligence (AI) is revolutionizing the animation industry by enabling creators to achieve unparalleled levels of creativity, efficiency, and precision. With the ability to generate lifelike characters, fluid motion sequences, and immersive backgrounds, generative AI tools have redefined the animation process. These technologies allow animators to automate repetitive tasks such as frame interpolation, texture generation, and character rigging, freeing up valuable time for creative storytelling. Generative AI models, powered by advanced neural networks, can learn from existing animation styles to create new, contextually relevant designs, offering limitless possibilities for originality. Studios are increasingly adopting AI-driven tools to streamline production pipelines, reduce costs, and meet tight deadlines without compromising on quality. Furthermore, generative AI is making animation more accessible to smaller studios and independent creators, enabling them to compete in an industry once dominated by major players. This democratization of technology has spurred a wave of innovation, with creators leveraging generative AI to produce everything from short films to blockbuster features, reshaping the landscape of the animation industry.

What Role Does Technology Play in Advancing AI-Driven Animation?

Technological advancements have been the cornerstone of generative AI's impact on animation, providing the computational power and tools necessary to bring creative visions to life. The development of transformer-based architectures, generative adversarial networks (GANs), and diffusion models has enabled AI systems to generate highly detailed and realistic animations. High-performance GPUs and cloud computing platforms have further accelerated rendering processes, allowing studios to handle the vast computational demands of generative AI workflows. Additionally, AI-powered tools now integrate seamlessly with industry-standard software such as Autodesk Maya, Blender, and Unreal Engine, enhancing the workflow for animators and game developers. Motion capture technologies combined with generative AI are creating realistic character animations by mapping human movements in real-time, significantly reducing production timelines. Another breakthrough is the use of AI in creating hyper-realistic facial expressions and lip-syncing, bringing characters to life with unprecedented realism. These advancements are not only driving the adoption of generative AI in animation but are also expanding the boundaries of what is creatively possible, redefining the future of visual storytelling.

How Is Generative AI Reshaping Industry Practices and Consumer Experiences?

Generative AI is transforming industry practices in animation by enabling studios to scale production capabilities, create personalized content, and cater to evolving consumer preferences. For streaming platforms and content providers, AI-driven tools allow the creation of region-specific animations and culturally relevant storylines, enhancing viewer engagement and broadening market appeal. In the gaming industry, generative AI is being used to design procedurally generated worlds, dynamic characters, and adaptive gameplay mechanics, creating more immersive and interactive experiences for players. The advertising sector is leveraging generative AI to produce eye-catching animations tailored to specific demographics, optimizing marketing campaigns. Education and training are also benefiting from AI-generated animations, with interactive content making learning more engaging and effective. Consumers are increasingly seeking personalized experiences, and generative AI is fulfilling this demand by enabling creators to craft unique, audience-specific content. By reshaping how animation is produced and consumed, generative AI is driving a paradigm shift that aligns industry practices with modern technological and consumer trends.

What Are the Key Growth Drivers in the Generative AI in Animation Market?

The growth in the generative artificial intelligence in animation market is driven by several factors, including advancements in AI algorithms, expanding use cases across industries, and changing consumer demands. A critical driver is the increasing demand for high-quality, visually appealing content in a content-driven digital economy. Studios are turning to generative AI to meet tight production timelines and reduce costs without sacrificing quality, particularly as the demand for animated series, films, and games continues to grow. The integration of AI with real-time rendering engines, such as Unreal Engine 5, is enabling studios to produce high-fidelity animations in shorter timeframes, further accelerating adoption. The gaming industry’s push for procedurally generated content and dynamic storytelling is another significant driver, with generative AI providing the tools to create expansive game worlds and adaptive narratives. Additionally, the rise of the metaverse and virtual reality (VR) is fueling demand for generative AI in creating immersive virtual environments and animated avatars. Consumer behavior is also shifting, with audiences seeking personalized and interactive experiences, which generative AI can deliver at scale. These factors collectively highlight the transformative potential of generative AI in animation, positioning the market for exponential growth in the coming years.

SCOPE OF STUDY:

The report analyzes the Generative Artificial Intelligence in Animation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

AI Model (Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model, Other AI Models); End-Use (Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use, Other End-Uses)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 22 Featured) -

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Generative Artificial Intelligence in Animation - 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
    • Rising Demand for Hyper-Realistic Visual Effects Drives Adoption of Generative AI in Animation
    • Advancements in AI-Driven Character Modeling Propel Innovation in Animation Workflows
    • Automation of Labor-Intensive Animation Processes Expands Market Adoption Opportunities
    • Growing Use of AI for Real-Time Rendering Strengthens Business Case for Generative AI Tools
    • Increased Focus on Personalized Content Creation Fuels Demand for AI in Animation
    • Integration of AI Animation Tools with Popular Creative Software Spurs Growth
    • Generative AI-Powered Storyboarding Expands Creative Possibilities for Animators
    • Demand for Cost-Effective Production Methods Sustains Growth in AI-Driven Animation Solutions
    • Regulatory Concerns Over AI-Generated Content Ethics Shape Market Dynamics
    • Enhanced Capabilities in AI Lip-Syncing and Voice Animation Drive New Opportunities
    • Generative AI's Role in Creating Virtual Worlds Generates Demand Across Entertainment Sectors
    • Adoption by Independent Studios Expands Addressable Market for Generative AI Animation Tools
    • Advancements in AI Motion Capture Enhance Realism and Streamline Production Workflows
    • Emerging Demand for AI-Assisted 3D Animation Creates New Growth Avenues for Technology Providers
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Generative Artificial Intelligence in Animation Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Transformers Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Transformers Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Generative Adversarial Networks (GANs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Generative Adversarial Networks (GANs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Variational Autoencoders (VAEs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Variational Autoencoders (VAEs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other AI Models by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other AI Models by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Televisions (Over-the-Top) End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Televisions (Over-the-Top) End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Advertising End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Advertising End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Movie Production End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Movie Production End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • JAPAN
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CHINA
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • EUROPE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • FRANCE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • GERMANY
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • UNITED KINGDOM
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030

IV. COMPETITION