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アニメーションとVFXの世界市場

Animation and VFX


出版日
ページ情報
英文 178 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=144.08円
アニメーションとVFXの世界市場
出版日: 2025年06月06日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 178 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VFXの世界市場は2030年までに3,506億米ドルに達する見込み

2024年に1,708億米ドルと推定されるアニメーションとVFXの世界市場は、2024年から2030年にかけてCAGR 12.7%で成長し、2030年には3,506億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つであるテレビ&OTT映画プラットフォームは、CAGR 13.8%を記録し、分析期間終了時には1,536億米ドルに達すると予測されます。広告プラットフォーム分野の成長率は、分析期間中CAGR13.4%と推定されます。

米国市場は465億米ドル、中国はCAGR17.2%で成長すると予測

米国のアニメーションとVFX市場は、2024年に465億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745億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17.2%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9.2%と11.4%と予測されています。欧州では、ドイツがCAGR 10.1%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VFX市場- 主要動向と促進要因のまとめ

現代のコンテンツ制作とストーリーテリングにアニメーションとVFXが欠かせない理由とは?

アニメーションとビジュアルエフェクト(VFX)は、映画、テレビ、ゲーム、広告、デジタルメディアにおいて、クリエイターが没入感のある、視覚的に説得力のある物語を提供することを可能にし、現代のコンテンツ開発における基盤となるツールとなっています。これらのテクノロジーは、物理的な制約を超えてクリエイティブの可能性を広げ、抽象的、幻想的、または複雑なシーンをフォトリアリスティックな忠実さと感情的な共鳴をもって視覚化することを可能にします。アニメーションとVFXは、超大作映画や長編アニメーションから、ARを駆使した広告や没入感のあるウェブコンテンツまで、ビジュアルイノベーションを通じて視聴者のエンゲージメントを再定義しています。

アニメーションとVFXは、コスト効率を維持しながらストーリー性を高めることができるため、広く採用されています。スタジオは、実写だけでは法外なコストや物理的に不可能な環境、キャラクター、エフェクトをシミュレートすることができます。デジタル合成、モーションキャプチャー、CGI(コンピュータ・ジェネレーテッド・イメージ)、プロシージャル・アニメーションなどのVFX技術は、バーチャルと現実世界の要素をシームレスに統合することができます。これは制作価値を高めるだけでなく、物理的なセットやスタント、ロケ撮影への依存を減らし、制作計画に柔軟性をもたらします。

OTTプラットフォーム、モバイルメディア、ストリーミングサービスによるオンデマンドコンテンツ消費の増加は、高品質で視覚的に差別化されたコンテンツへの需要をさらに加速させています。アニメーションとVFXは、もはやハリウッドの大予算作品に限定されるものではなく、短編コンテンツ、教育用ビデオ、ブランデッドマーケティング資産、バーチャルインフルエンサーなどにも組み込まれています。コンテンツのエコシステムが多様化し、世界化するにつれ、デジタルストーリーテリングの中核となるアニメーションとVFXの役割は、業界やプラットフォームを問わず拡大し続けています。

技術革新と制作ワークフローは、クリエイティブなアウトプットをどのように形成しているのでしょうか?

テクノロジーはアニメーションとVFXのパイプラインを根本的に変革し、より高速なレンダリング、リアルタイムのプレビュー、地理的に分散したチーム間での共同制作モデルを可能にしています。GPU加速レンダリングエンジン、リアルタイムレイトレーシング、クラウドベースの仮想ワークステーションの採用は、ワークフローを合理化し、制作のボトルネックを減らし、ハイエンドツールへのアクセスを民主化しました。Unreal Engine、Unity、Autodesk Maya、Houdini、Blenderなどのソフトウェアプラットフォームは、実写とデジタルアセットを統合するハイブリッド制作環境において、今や標準となっています。

AIと機械学習は、ロトスコープ、フェイシャルアニメーション、リップシンク、環境生成などの反復作業を自動化する上で、変革的な役割を果たし始めています。これらのツールは、アーティストが機械的な実行から創造的な意思決定に集中することを可能にし、効率と品質の両方を向上させる。リアルタイムレンダリングとバーチャルプロダクションは、ポストプロダクションと実写の境界線をさらに曖昧にし、監督がデジタルセットやLEDボリュームステージを通じて撮影中に視覚的な決定を下すことを可能にします。

パイプラインの相互運用性とアセットの再利用性も戦略的優先事項として浮上しています。スタジオは、モジュール式のアセットライブラリを活用し、USD(Universal Scene Description)のようなオープンフォーマットを標準化し、クラウドベースのアセット管理システムを使用して、プリビジュアライゼーション、イテレーション、バージョン管理を加速させています。これらの進歩は、アニメーター、VFXアーティスト、ライティングスペシャリスト、コンポジター間の同時コラボレーションをサポートし、開発サイクルを短縮し、クリエイティブな変更への機敏な対応を可能にします。高スループットのコンテンツに対する需要が高まるにつれ、合理化された技術主導のパイプラインは、スケーラビリティと競争力にとって不可欠なものとなっています。

アニメーションとVFXサービスの需要を牽引しているコンテンツ業界別および地域市場とは?

映画とテレビが最大のエンドユーズ分野であることに変わりはなく、スタジオはVFXに多額の投資を行い、映画のような世界観を作り上げ、時代劇を盛り上げ、超自然的な物語に命を吹き込んでいます。アニメーションは、2Dと3Dの両方で、子供向けコンテンツ、長編映画、大人向けアニメシリーズの中心であり続けています。ストリーミング・プラットフォームは、コンテンツ・ライブラリーを差別化し、多様で文化的に共鳴するストーリーテリングに対する需要の高まりに応えるため、オリジナル・アニメーションやVFXを多用した作品への依頼を増やしています。

リアルタイムアニメーション、モーションキャプチャー、没入型VFXは、ゲームプレイのリアリズムと物語の深みに欠かせないです。AAAゲーム開発、モバイルゲーム、eスポーツ放送はすべて、アニメーションとVFXを活用したシネマティックシークエンスとインタラクティブなストーリーテリングに依存しています。広告業界も、デジタル、ソーシャル、拡張現実の各プラットフォームで没入感のあるブランド体験を提供するために、こうしたテクノロジーを急速に導入しています。

地域別では、北米と西欧が制作規模、技術インフラ、スタジオの存在感で優位を保っています。しかし、アジア太平洋は、インド、韓国、日本、中国のメディア・エコシステムの繁栄に牽引され、最も急成長している市場です。政府による優遇措置、クリエイティブな才能の宝庫、制作費の安さなどが、アウトソーシングや共同制作を誘致しています。一方、ラテンアメリカや中東の一部では、ローカライズされたアニメコンテンツや地域色豊かなVFXを多用した作品への需要が高まっており、ニッチ市場として台頭しつつあります。

遠隔地とのコラボレーション、世界な人材アクセス、IP戦略は市場の進化にどのような影響を与えているか?

パンデミック後のリモートワークフローの常態化は、アニメーションとVFXスタジオの運営方法を変化させ、世界な才能へのアクセスを開放し、制作インフラを分散化させました。クラウドベースのレンダリング、仮想デスクトップ、コラボレーティブなプロジェクト管理ツールにより、スタジオはタイムゾーンを越えてビジネスの継続性を維持しながら制作を拡大することができるようになりました。この柔軟性は、費用対効果の高いアウトソーシング、才能の多様性、迅速なスケーラビリティをサポートし、特に多言語や異文化のクリエイティブなインプットを必要とするプロジェクトにとって重要です。

国際的な共同制作やサービス契約が増えるにつれ、スタジオはIP(知的財産)の開発と保持に重点を置くようになっています。オリジナルのアニメコンテンツや特徴的なVFXパイプラインを所有することで、スタジオはライセンシング、マーチャンダイジング、シンジケーションを通じて収益化を最大化することができます。ストリーミング・プラットフォームが世界IPを積極的に獲得し、共同開発しているため、独立系や中規模のスタジオは、知名度と収益源を拡大する新たな道を見つけつつあります。一方、バーチャル・キャラクターやAIが生成するアバターの台頭は、ソーシャルメディア、ファッション、メタバース・プラットフォームにおけるIPマネタイズの新境地を開いています。

国際的なコンテンツ基準、データセキュリティプロトコル、労働規制への準拠も、特に世界なアウトソーシングの取り決めにおいて、ベンダー選択を形作っています。スタジオは、大手コンテンツ制作者の期待に応えるため、安全なデータ転送システム、リモートワークフローの監査可能性、国境を越えたコラボレーションツールに投資しなければならないです。クリエイティブの境界が拡大するにつれ、一貫性、法的明確性、業務の俊敏性を確保しながら世界に業務を遂行する能力が、競争の激しい競合マーケットプレースにおいて重要な差別化要因になりつつあります。

アニメーションとVFX市場の成長要因は?

アニメーションとVFX市場は、デジタルコンテンツ消費の増加、ストリーミング投資の拡大、メディアフォーマット全体における没入型ストーリーテリングツールの使用の増加の融合に後押しされ、着実に成長しています。こうした技術はもはやエンターテインメントにとどまらず、教育、ヘルスケア、企業コミュニケーション、ブランドマーケティングなど、あらゆる分野に浸透しています。主な成長促進要因としては、高品質なビジュアルの需要、スケーラブルなコンテンツ制作の必要性、AR、VR、バーチャルプロダクションなどの新興分野におけるリアルタイムレンダリングの応用などが挙げられます。

テクノロジーの融合と世界化は、コンテンツ制作者がスピード、スケーラビリティ、品質をアニメーションとVFXパートナーに求めるダイナミックな状況を生み出しています。クラウドインフラストラクチャ、AIを活用した自動化、クロスプラットフォームの相互運用性により、開発サイクルが加速し、小規模なスタジオでも世界スタンダードで競争できるようになっています。同時に、分散化されたIP主導のビジネスモデルへのシフトは、より大きな創造的自由、より迅速なターンアラウンド、よりパーソナライズされたコンテンツのスケールを可能にしています。

今後の市場動向は、アニメーションとVFXプロバイダーが、進化する視聴者の嗜好、プラットフォーム要件、テクノロジー・エコシステムにどれだけ合致できるかにかかっています。ストーリーテリングがよりインタラクティブに、より没入的に、よりビジュアルに駆動されるようになるにつれて、これらの創造的なテクノロジーは、次のデジタルコンテンツ革命の中心的なエンジンとして登場する可能性があります。

セグメント

アニメーション・プラットフォーム(テレビ&OTT映画、広告、ゲーム、その他アニメーション・プラットフォーム)

調査対象企業の例(全34件)

  • Animal Logic
  • Base FX
  • Blue Sky Studios
  • Blur Studio
  • BUF Compagnie
  • Cinesite
  • CoSA VFX
  • Crafty Apes
  • Digital Domain
  • Digital Idea
  • DNEG
  • Framestore
  • Image Engine
  • Industrial Light & Magic(ILM)
  • Jellyfish Pictures
  • Luma Pictures
  • Method Studios
  • Mikros Animation
  • Moving Picture Company(MPC)
  • Pixar Animation Studios

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、人為的な売上原価の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

Global Industry Analystsは、世界の主要なチーフ・エコノミスト(1万4,949人)、シンクタンク(62団体)、貿易・産業団体(171団体)の専門家の意見に熱心に従いながら、エコシステムへの影響を評価し、新たな市場の現実に対処しています。あらゆる主要国の専門家やエコノミストが、関税とそれが自国に与える影響についての意見を追跡調査しています。

Global Industry Analystsは、この混乱が今後2-3ヶ月で収束し、新しい世界秩序がより明確に確立されると予想しています。Global Industry Analystsは、これらの開発をリアルタイムで追跡しています。

2025年4月:交渉フェーズ

4月のリリースでは、世界市場全体に対する関税の影響を取り上げ、地域別の市場調整について紹介します。当社の予測は、過去のデータと進化する市場影響要因に基づいています。

2025年7月:最終関税リセット

お客様には、各国間で最終リセットが発表された後、7月に無料アップデート版をお届けします。最終アップデート版には、明確に定義された関税影響分析が組み込まれています。

相互および二国間貿易と関税の影響分析:

アメリカ <>中国<>メキシコ <>カナダ <>EU <>日本<>インド <>その他176カ国

業界をリードするエコノミスト:Global Industry Analystsの知識ベースは、国家、シンクタンク、貿易・産業団体、大企業、そして世界の計量経済状況におけるこの前例のないパラダイムシフトの影響を共有する領域の専門家など、最も影響力のあるチーフエコノミストの厳選されたグループを含む1万4,949人のエコノミストを追跡しています。当社の16,491を超えるレポートのほとんどは、マイルストーンに基づくこの2段階のリリーススケジュールを取り入れています。

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: MCP34597

Global Animation and VFX Market to Reach US$350.6 Billion by 2030

The global market for Animation and VFX estimated at US$170.8 Billion in the year 2024, is expected to reach US$350.6 Billion by 2030, growing at a CAGR of 12.7% over the analysis period 2024-2030. Television & OTT Films Platform, one of the segments analyzed in the report, is expected to record a 13.8% CAGR and reach US$153.6 Billion by the end of the analysis period. Growth in the Advertisement Platform segment is estimated at 13.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$46.5 Billion While China is Forecast to Grow at 17.2% CAGR

The Animation and VFX market in the U.S. is estimated at US$46.5 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$74.5 Billion by the year 2030 trailing a CAGR of 17.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 9.2% and 11.4% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 10.1% CAGR.

Global Animation and VFX Market - Key Trends & Drivers Summarized

Why Are Animation and VFX Integral to Modern Content Creation and Storytelling?

Animation and visual effects (VFX) have become foundational tools in contemporary content development, enabling creators to deliver immersive, visually compelling narratives across film, television, gaming, advertising, and digital media. These technologies extend creative possibilities beyond physical limitations, allowing the visualization of abstract, fantastical, or complex scenes with photorealistic fidelity and emotional resonance. From blockbuster films and animated features to AR-enhanced ads and immersive web content, animation and VFX are redefining audience engagement through visual innovation.

The ability of animation and VFX to enhance storytelling while maintaining cost efficiency is driving widespread adoption. Studios can simulate environments, characters, and effects that would be prohibitively expensive-or physically impossible-to achieve through live-action alone. VFX techniques such as digital compositing, motion capture, CGI (computer-generated imagery), and procedural animation allow for seamless integration of virtual and real-world elements. This not only elevates production value but also reduces reliance on physical sets, stunts, and on-location shooting, creating greater flexibility in production planning.

The rise of on-demand content consumption via OTT platforms, mobile media, and streaming services is further accelerating the demand for high-quality, visually differentiated content. Animation and VFX are no longer limited to big-budget Hollywood productions; they are now embedded across short-form content, educational videos, branded marketing assets, and virtual influencers. As content ecosystems grow more diversified and globalized, the role of animation and VFX as core enablers of digital storytelling continues to expand across industries and platforms.

How Are Technological Innovations and Production Workflows Shaping Creative Output?

Technology is fundamentally transforming the animation and VFX pipeline, enabling faster rendering, real-time previews, and collaborative production models across geographically dispersed teams. The adoption of GPU-accelerated rendering engines, real-time ray tracing, and cloud-based virtual workstations has streamlined workflows, reduced production bottlenecks, and democratized access to high-end tools. Software platforms such as Unreal Engine, Unity, Autodesk Maya, Houdini, and Blender are now standard in hybrid production environments that integrate live-action with digital assets.

AI and machine learning are beginning to play transformative roles in automating repetitive tasks such as rotoscoping, facial animation, lip-syncing, and environment generation. These tools allow artists to shift focus from mechanical execution to creative decision-making, thereby enhancing both efficiency and quality. Real-time rendering and virtual production are further blurring the lines between post-production and live-action, allowing directors to make visual decisions during filming through digital sets and LED volume stages.

Pipeline interoperability and asset reusability have also emerged as strategic priorities. Studios are leveraging modular asset libraries, standardizing on open formats like USD (Universal Scene Description), and using cloud-based asset management systems to accelerate previsualization, iteration, and version control. These advances support simultaneous collaboration among animators, VFX artists, lighting specialists, and compositors-shortening development cycles and enabling agile responses to creative changes. As the demand for high-throughput content increases, streamlined, tech-driven pipelines are becoming essential to scalability and competitiveness.

Which Content Verticals and Regional Markets Are Driving Demand for Animation and VFX Services?

Film and television remain the largest end-use segments, with studios investing heavily in VFX to create cinematic universes, enhance period dramas, and bring supernatural narratives to life. Animation, both 2D and 3D, continues to be central to children’s content, feature films, and adult-themed animated series. Streaming platforms are increasingly commissioning animated originals and VFX-rich productions to differentiate their content libraries and meet rising demand for diverse, culturally resonant storytelling.

Gaming is another major growth driver, where real-time animation, motion capture, and immersive VFX are critical to gameplay realism and narrative depth. AAA game development, mobile gaming, and e-sports broadcasting all rely on cinematic sequences and interactive storytelling powered by animation and VFX. Advertising, too, is rapidly adopting these technologies to deliver immersive brand experiences across digital, social, and augmented reality platforms-particularly as consumer attention spans shrink and visual differentiation becomes a key competitive advantage.

Regionally, North America and Western Europe remain dominant in terms of production scale, technological infrastructure, and studio presence. However, Asia-Pacific is the fastest-growing market, driven by thriving media ecosystems in India, South Korea, Japan, and China. Government incentives, a large creative talent pool, and lower production costs are attracting outsourcing and co-production deals. Meanwhile, Latin America and parts of the Middle East are emerging as niche markets with increasing demand for localized animated content and regionally flavored VFX-heavy productions.

How Are Remote Collaboration, Global Talent Access, and IP Strategies Influencing Market Evolution?

The post-pandemic normalization of remote workflows has reshaped how animation and VFX studios operate, opening up access to global talent and decentralizing production infrastructure. Cloud-based rendering, virtual desktops, and collaborative project management tools have enabled studios to scale production while maintaining business continuity across time zones. This flexibility supports cost-effective outsourcing, talent diversity, and rapid scalability-particularly important for projects requiring multilingual or cross-cultural creative input.

As international co-productions and service deals increase, studios are placing greater emphasis on IP (intellectual property) development and retention. Owning original animated content or signature VFX pipelines allows studios to maximize monetization through licensing, merchandising, and syndication. With streaming platforms actively acquiring and co-developing global IPs, independent and mid-sized studios are finding new paths to scale their visibility and revenue streams. Meanwhile, the rise of virtual characters and AI-generated avatars is opening new frontiers in IP monetization across social media, fashion, and metaverse platforms.

Compliance with international content standards, data security protocols, and labor regulations is also shaping vendor selection, particularly in global outsourcing arrangements. Studios must invest in secure data transfer systems, remote workflow auditability, and cross-border collaboration tools to meet the expectations of major content producers. As creative boundaries expand, the ability to execute globally while ensuring consistency, legal clarity, and operational agility is becoming a key differentiator in the competitive animation and VFX marketplace.

What Are the Factors Driving Growth in the Animation and VFX Market?

The animation and VFX market is growing steadily, fueled by the convergence of rising digital content consumption, expanding streaming investments, and the growing use of immersive storytelling tools across media formats. These technologies are no longer confined to entertainment but are now embedded across education, healthcare, corporate communication, and brand marketing. Key growth drivers include demand for high-quality visuals, the need for scalable content production, and the application of real-time rendering in emerging areas such as AR, VR, and virtual production.

Technology convergence and globalization are creating a dynamic landscape in which content creators seek speed, scalability, and quality from animation and VFX partners. Cloud infrastructure, AI-enabled automation, and cross-platform interoperability are accelerating development cycles and enabling smaller studios to compete at global standards. Simultaneously, the shift toward decentralized, IP-driven business models is enabling greater creative freedom, faster turnaround, and more personalized content at scale.

Looking forward, the market’s trajectory will depend on how well animation and VFX providers align with evolving audience preferences, platform requirements, and technology ecosystems. As storytelling becomes more interactive, immersive, and visually driven, could these creative technologies emerge as the central engine of the next digital content revolution?

SCOPE OF STUDY:

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

Segments:

Animation Platform (Television & OTT Films, Advertisement, Gaming, Other Animation Platforms)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 34 Featured) -

  • Animal Logic
  • Base FX
  • Blue Sky Studios
  • Blur Studio
  • BUF Compagnie
  • Cinesite
  • CoSA VFX
  • Crafty Apes
  • Digital Domain
  • Digital Idea
  • DNEG
  • Framestore
  • Image Engine
  • Industrial Light & Magic (ILM)
  • Jellyfish Pictures
  • Luma Pictures
  • Method Studios
  • Mikros Animation
  • Moving Picture Company (MPC)
  • Pixar Animation Studios

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Animation and VFX - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Digital Content Across Streaming Platforms Throws the Spotlight on Animation and VFX Production
    • Surge in Gaming, Film, and OTT Original Series Spurs Investment in High-Quality Visual Effects Pipelines
    • Increased Use of Virtual Production Techniques Strengthens the Business Case for Real-Time Animation Tools
    • Adoption of Cloud-Based Rendering Platforms Enhances Scalability and Collaboration for Remote Teams
    • Growth in Branded Content and Digital Advertising Fuels Demand for Short-Form Animated Media
    • Expansion of AR/VR Experiences Across Sectors Drives Advanced VFX Application in Immersive Media
    • Outsourcing to Specialized Animation Studios in Asia-Pacific Supports Cost-Effective Global Content Development
    • Increased Cross-Media IP Licensing Encourages Transmedia Storytelling Through Animation and VFX
    • Use of Digital Humans and Photorealistic Characters Sets the Stage for Hyperreal Content Creation
    • Growth in Indie and Creator-Led Content Production Democratizes Access to High-End Visual Tools
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Animation and VFX Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Animation and VFX 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 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Animation and VFX 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 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Animation and VFX 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 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Television & OTT Films 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 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Television & OTT Films 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 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Television & OTT Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Advertisement 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 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Advertisement 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 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Advertisement by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for 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 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for 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 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Other Animation Platforms 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 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Other Animation Platforms 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 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for Other Animation Platforms by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 17: USA Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 18: USA Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: USA 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 20: Canada Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 21: Canada Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: Canada 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • JAPAN
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 23: Japan Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 24: Japan Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: Japan 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • CHINA
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 26: China Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: China Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: China 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • EUROPE
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: Europe 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 32: Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • FRANCE
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 35: France Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: France Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: France 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • GERMANY
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 38: Germany Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Germany Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: Germany 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 41: Italy Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: Italy Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: Italy 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 44: UK Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: UK Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: UK 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 47: Spain Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Spain Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Spain 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 50: Russia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Russia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Russia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 53: Rest of Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: Rest of Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: Rest of Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: Asia-Pacific 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 59: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Asia-Pacific Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: Asia-Pacific 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 62: Australia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Australia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: Australia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • INDIA
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 65: India Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: India Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: India 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 68: South Korea Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: South Korea Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: South Korea 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 71: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 72: Rest of Asia-Pacific Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Rest of Asia-Pacific 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Animation and VFX by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: Latin America 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 77: Latin America Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Latin America Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: Latin America 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 80: Argentina Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Argentina Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: Argentina 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 83: Brazil Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Brazil Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: Brazil 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 86: Mexico Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Mexico Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: Mexico 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 89: Rest of Latin America Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Rest of Latin America Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: Rest of Latin America 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Animation and VFX by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Middle East 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 95: Middle East Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Middle East Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Middle East 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 98: Iran Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Iran Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Iran 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 101: Israel Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Israel Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: Israel 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 104: Saudi Arabia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Saudi Arabia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: Saudi Arabia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 107: UAE Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: UAE Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: UAE 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 110: Rest of Middle East Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Rest of Middle East Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: Rest of Middle East 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
  • AFRICA
    • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 113: Africa Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: Africa Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: Africa 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030

IV. COMPETITION