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Animation VFX & Game Market Forecast Showing 3.2% CAGR to 2024: Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios

02-28-2019 01:12 PM CET | IT, New Media & Software

Press release from: ReportsWeb

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Global Animation VFX & Game Market 2019 by Company Regions Type and Application Forecast to 2024

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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Companies Profiled in this report includes: Tencent, Sony, Activision Blizzard, Microsoft, Nintendo, Netease, Walt Disney Animation Studios, NBCUniversal, Warner Bros, Framestore, TOEI ANIMATION

The global Animation, VFX & Game market is valued at 376100 million USD in 2018 and is expected to reach 453000 million USD by the end of 2024, growing at a CAGR of 3.2% between 2019 and 2024.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Animation, VFX & Game.

This report studies the Animation, VFX & Game market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Animation, VFX & Game market by product type and applications/end industries.

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Table of Content:

1 Animation, VFX & Game Market Overview

2 Manufacturers Profiles

2.1 Tencent

2.1.1 Business Overview

2.1.2 Animation, VFX & Game Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 Tencent Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2018)

2.2 Sony

2.2.1 Business Overview

2.2.2 Animation, VFX & Game Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Sony Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2018)

2.3 Activision Blizzard

2.3.1 Business Overview

2.3.2 Animation, VFX & Game Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Activision Blizzard Animation, VFX & Game Revenue, Gross Margin and Market Share (2017-2018)

2.4 Microsoft

3 Global Animation, VFX & Game Market Competition, by Players

4 Global Animation, VFX & Game Market Size by Regions

5 North America Animation, VFX & Game Revenue by Countries

6 Europe Animation, VFX & Game Revenue by Countries

7 Asia-Pacific Animation, VFX & Game Revenue by Countries

8 South America Animation, VFX & Game Revenue by Countries

9 Middle East and Africa Revenue Animation, VFX & Game by Countries

10 Global Animation, VFX & Game Market Segment by Type

11 Global Animation, VFX & Game Market Segment by Application

12 Global Animation, VFX & Game Market Size Forecast (2019-2024)

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Company Name: ReportsWeb
Website: Reportsweb.com

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