Press release
Global Animation, VFX and Game Market Growth 2018-2023 Key Players: Tencent, Sony, Activision Blizzard, Microsoft, Nintendo
Latest Research Report on “Animation, VFX and Game Market” Added by Analytical Research Cognizance which covers Market Overview, Future Economic Impact, Competition by Manufacturers, Supply (Production), & Consumption AnalysisDescription
Animation is the rapid display of static images in a way that creates the illusion of motion. Nowadays animation is used mostly in motion pictures and videos, plus some computer applications, such as moving icons, and in video games. Like photographic cinema, animated video usually incorporates sound for dialog, musical accompaniment, and other effects. But unlike photographic cinema, it can depict anything that the animation artist can imagine visually, and therefore it is especially useful for telling stories with fantasy elements that would be hard to stage in reality. Animation is also used to create special visual effects within movie productions that otherwise use traditional photographic methods.
The entire Animation, VFX & Games market continues to grow in the foreseeable future, and with the increased consumer spending on entertainment products and the higher visual requirements for Animation & Game production, Animation, VFX & Games will gain growing industry influence.
United States was the largest consumer market with a market share of 26.43% in 2013 and 22.77% in 2017 with a decrease of 3.66%, while China ranked the first markets with the market share of 26.90% in 2017, driven by market and national government policy.
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According to this study, over the next five years the Animation, VFX & Game market will register a 3.2% CAGR in terms of revenue, the global market size will reach US$ 453000 million by 2023, from US$ 376100 million in 2017. In particular, this report presents the global revenue market share of key companies in Animation, VFX & Game business, shared in Chapter 3.
This report presents a comprehensive overview, market shares and growth opportunities of Animation, VFX and Game market by product type, application, key companies and key regions.
This study considers the Animation, VFX and Game value generated from the sales of the following segments:
Segmentation by product type: breakdown data from 2013 to 2018, in Section 2.3; and forecast to 2023 in section 10.7.
Animation & VFX
Game & VFX
Segmentation by application: breakdown data from 2013 to 2018, in Section 2.4; and forecast to 2023 in section 10.8.
Anime
Film
Video Game
Brief about Animation, VFX and Game Market Report with TOC @ http://www.arcognizance.com/report/global-higher-education-admissions-software-market-growth-status-and-outlook-2018-2023
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Tencent
Sony
Activision Blizzard
Microsoft
Nintendo
Netease
Walt Disney Animation Studios
NBCUniversal
Warner Bros
Framestore
TOEI ANIMATION
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key players and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
To study and analyze the global Animation, VFX and Game market size by key regions/countries, product type and application, history data from 2013 to 2017, and forecast to 2023.
To understand the structure of Animation, VFX and Game market by identifying its various subsegments.
Focuses on the key global Animation, VFX and Game players, to define, describe and analyze the value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Animation, VFX and Game with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the size of Animation, VFX and Game submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
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Some Major Points Covered in Table of Contents:
Chapter One: Scope of the Report
Chapter Two: Executive Summary
Chapter Three: Global Animation, VFX and Game by Players
Chapter Four: Animation, VFX and Game by Regions
Chapter Five: Americas
Chapter Six: APAC
Chapter Seven: Europe
Chapter Eight: Middle East & Africa
Chapter Nine: Market Drivers, Challenges and Trends
Chapter Ten: Global Animation, VFX and Game Market Forecast
Chapter Eleven: Key Players Analysis
Chapter Twelve: Research Findings and Conclusion
About Us:
http://arcognizance.com is an initiation in this new era of “analysis @ thought.” We are on a mission to replace the conventional research programs and give way to the latest methods and information for the organizations. We have created this hub of analytical research papers where you can get an access to the latest and the best research papers coming out from some reliable and budding research houses.
Contact Us:
Matt Wilson
Manager – Global Sales
Analytical Research Cognizance
+1 (646) 434-7969, +91 90967 44448
sales@arcognizance.com
http://www.arcognizance.com
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