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Animation, VFX and Games


Published on: 2024-01-04 | No of Pages : 140 | Industry : Service & Software

Publisher : MR Accuracy Reports | Format : PDF&Excel

Animation, VFX and Games

The research team projects that the Animation, VFX and Games market size will grow from XXX in 2020 to XXX by 2027, at an estimated CAGR of XX. The base year considered for the study is 2020, and the market size is projected from 2022 to 2027.



By Market Players

3ds Max

Ipi Soft

Clara.Io

Motionbuilder

Iclone

Blender

Maya

Houdini Apprentice

Faceshift

Makehuman

Boats Animator

Mixamo

Dragonframe

Smartbody

Poser

Terragen



By Type

2D Animation

Computer-Generated Images (CGI)

Visual Effects (VFX)

Network Animation

Enterprise Service



By Application

High Definition Television

Tablet

Smart Phone

Headgear







Points Covered in The Report

The points that are discussed within the report are the major market players that are involved in the market such as market players, raw material suppliers, equipment suppliers, end users, traders, distributors and etc.

The complete profile of the companies is mentioned. And the capacity, production, price, revenue, cost, gross, gross margin, sales volume, sales revenue, consumption, growth rate, import, export, supply, future strategies, and the technological developments that they are making are also included within the report. This report analyzed 12 years data history and forecast.

The growth factors of the market is discussed in detail wherein the different end users of the market are explained in detail.

Data and information by market player, by region, by type, by application and etc, and custom research can be added according to specific requirements.

The report contains the SWOT analysis of the market. Finally, the report contains the conclusion part where the opinions of the industrial experts are included.



Key Reasons to Purchase

To gain insightful analyses of the market and have comprehensive understanding of the global market and its commercial landscape.

Assess the production processes, major issues, and solutions to mitigate the development risk.

To understand the most affecting driving and restraining forces in the market and its impact in the global market.

Learn about the market strategies that are being adopted by leading respective organizations.

To understand the future outlook and prospects for the market.

Besides the standard structure reports, we also provide custom research according to specific requirements.



The report focuses on Global, Top 10 Regions and Top 50 Countries Market Size of Animation, VFX and Games 2016-2021, and development forecast 2022-2027 including industries, major players/suppliers worldwide and market share by regions, with company and product introduction, position in the market including their market status and development trend by types and applications which will provide its price and profit status, and marketing status & market growth drivers and challenges, with base year as 2020.



Key Indicators Analysed

Market Players & Competitor AnalysisThe report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2021 & Sales by Product Types.

Global and Regional Market AnalysisThe report includes Global & Regional market status and outlook 2022-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its production, consumption, import & export, sales volume & revenue forecast.

Market Analysis by Product TypeThe report covers majority Product Types in the Animation, VFX and Games Industry, including its product specifcations by each key player, volume, sales by Volume and Value (M USD).

Markat Analysis by Application TypeBased on the Animation, VFX and Games Industry and its applications, the market is further sub-segmented into several major Application of its industry. It provides you with the market size, CAGR & forecast by each industry applications.

Market TrendsMarket key trends which include Increased Competition and Continuous Innovations.

Opportunities and DriversIdentifying the Growing Demands and New Technology

Porters Five Force AnalysisThe report will provide with the state of competition in industry depending on five basic forcesthreat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.



COVID-19 Impact

Report covers Impact of Coronavirus COVID-19Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Animation, VFX and Games market in 2021. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.

Table of Content

1 Report Overview

1.1 Study Scope

1.2 Key Market Segments

1.3 Players Covered: Ranking by Animation, VFX and Games Revenue

1.4 Market Analysis by Type

1.4.1 Global Animation, VFX and Games Market Size Growth Rate by Type: 2021 VS 2027

1.4.2 2D Animation

1.4.3 Computer-Generated Images (CGI)

1.4.4 Visual Effects (VFX)

1.4.5 Network Animation

1.4.6 Enterprise Service

1.5 Market by Application

1.5.1 Global Animation, VFX and Games Market Share by Application: 2022-2027

1.5.2 High Definition Television

1.5.3 Tablet

1.5.4 Smart Phone

1.5.5 Headgear

1.6 Study Objectives

1.7 Years Considered

2 Global Growth Trends

2.1 Global Animation, VFX and Games Market Perspective (2022-2027)

2.2 Animation, VFX and Games Growth Trends by Regions

2.2.1 Animation, VFX and Games Market Size by Regions: 2016 VS 2022 VS 2027

2.2.2 Animation, VFX and Games Historic Market Size by Regions (2016-2021)

2.2.3 Animation, VFX and Games Forecasted Market Size by Regions (2022-2027)

2.3 Industry Trends and Growth Strategy

2.3.1 Market Top Trends

2.3.2 Market Drivers

2.3.3 Market Challenges

2.3.4 Porter’s Five Forces Analysis

2.3.5 Animation, VFX and Games Market Growth Strategy

3 Market Competition by Manufacturers

3.1 Global Animation, VFX and Games Production Capacity Market Share by Manufacturers (2016-2021)

3.2 Global Animation, VFX and Games Revenue Market Share by Manufacturers (2016-2021)

3.3 Global Animation, VFX and Games Average Price by Manufacturers (2016-2021)

3.4 Manufacturers Animation, VFX and Games Production Sites, Area Served, Product Type

4 Animation, VFX and Games Sales Market by Type (2016-2027)

4.1 Global Animation, VFX and Games Historic Market Size by Type (2016-2021)

4.2 Global Animation, VFX and Games Forecasted Market Size by Type (2022-2027)

5 Animation, VFX and Games Consumption Market by Application(2016-2027)

5.1 Global Animation, VFX and Games Historic Market Size by Application (2016-2021)

5.2 Global Animation, VFX and Games Forecasted Market Size by Application (2022-2027)

6 North America

6.1 North America Animation, VFX and Games Market Size (2016-2027)

6.2 Animation, VFX and Games Key Players in North America (2016-2021)

6.3 North America Animation, VFX and Games Market Size by Type (2016-2021)

6.4 North America Animation, VFX and Games Market Size by Application (2016-2021)

7 East Asia

7.1 East Asia Animation, VFX and Games Market Size (2016-2027)

7.2 Animation, VFX and Games Key Players in East Asia (2016-2021)

7.3 East Asia Animation, VFX and Games Market Size by Type (2016-2021)

7.4 East Asia Animation, VFX and Games Market Size by Application (2016-2021)

8 Europe

8.1 Europe Animation, VFX and Games Market Size (2016-2027)

8.2 Animation, VFX and Games Key Players in Europe (2016-2021)

8.3 Europe Animation, VFX and Games Market Size by Type (2016-2021)

8.4 Europe Animation, VFX and Games Market Size by Application (2016-2021)

9 South Asia

9.1 South Asia Animation, VFX and Games Market Size (2016-2027)

9.2 Animation, VFX and Games Key Players in South Asia (2016-2021)

9.3 South Asia Animation, VFX and Games Market Size by Type (2016-2021)

9.4 South Asia Animation, VFX and Games Market Size by Application (2016-2021)

10 Southeast Asia

10.1 Southeast Asia Animation, VFX and Games Market Size (2016-2027)

10.2 Animation, VFX and Games Key Players in Southeast Asia (2016-2021)

10.3 Southeast Asia Animation, VFX and Games Market Size by Type (2016-2021)

10.4 Southeast Asia Animation, VFX and Games Market Size by Application (2016-2021)

11 Middle East

11.1 Middle East Animation, VFX and Games Market Size (2016-2027)

11.2 Animation, VFX and Games Key Players in Middle East (2016-2021)

11.3 Middle East Animation, VFX and Games Market Size by Type (2016-2021)

11.4 Middle East Animation, VFX and Games Market Size by Application (2016-2021)

12 Africa

12.1 Africa Animation, VFX and Games Market Size (2016-2027)

12.2 Animation, VFX and Games Key Players in Africa (2016-2021)

12.3 Africa Animation, VFX and Games Market Size by Type (2016-2021)

12.4 Africa Animation, VFX and Games Market Size by Application (2016-2021)

13 Oceania

13.1 Oceania Animation, VFX and Games Market Size (2016-2027)

13.2 Animation, VFX and Games Key Players in Oceania (2016-2021)

13.3 Oceania Animation, VFX and Games Market Size by Type (2016-2021)

13.4 Oceania Animation, VFX and Games Market Size by Application (2016-2021)

14 South America

14.1 South America Animation, VFX and Games Market Size (2016-2027)

14.2 Animation, VFX and Games Key Players in South America (2016-2021)

14.3 South America Animation, VFX and Games Market Size by Type (2016-2021)

14.4 South America Animation, VFX and Games Market Size by Application (2016-2021)

15 Rest of the World

15.1 Rest of the World Animation, VFX and Games Market Size (2016-2027)

15.2 Animation, VFX and Games Key Players in Rest of the World (2016-2021)

15.3 Rest of the World Animation, VFX and Games Market Size by Type (2016-2021)

15.4 Rest of the World Animation, VFX and Games Market Size by Application (2016-2021)

16 Company Profiles and Key Figures in Animation, VFX and Games Business

16.1 3ds Max

16.1.1 3ds Max Company Profile

16.1.2 3ds Max Animation, VFX and Games Product Specification

16.1.3 3ds Max Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.2 Ipi Soft

16.2.1 Ipi Soft Company Profile

16.2.2 Ipi Soft Animation, VFX and Games Product Specification

16.2.3 Ipi Soft Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.3 Clara.Io

16.3.1 Clara.Io Company Profile

16.3.2 Clara.Io Animation, VFX and Games Product Specification

16.3.3 Clara.Io Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.4 Motionbuilder

16.4.1 Motionbuilder Company Profile

16.4.2 Motionbuilder Animation, VFX and Games Product Specification

16.4.3 Motionbuilder Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.5 Iclone

16.5.1 Iclone Company Profile

16.5.2 Iclone Animation, VFX and Games Product Specification

16.5.3 Iclone Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.6 Blender

16.6.1 Blender Company Profile

16.6.2 Blender Animation, VFX and Games Product Specification

16.6.3 Blender Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.7 Maya

16.7.1 Maya Company Profile

16.7.2 Maya Animation, VFX and Games Product Specification

16.7.3 Maya Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.8 Houdini Apprentice

16.8.1 Houdini Apprentice Company Profile

16.8.2 Houdini Apprentice Animation, VFX and Games Product Specification

16.8.3 Houdini Apprentice Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.9 Faceshift

16.9.1 Faceshift Company Profile

16.9.2 Faceshift Animation, VFX and Games Product Specification

16.9.3 Faceshift Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.10 Makehuman

16.10.1 Makehuman Company Profile

16.10.2 Makehuman Animation, VFX and Games Product Specification

16.10.3 Makehuman Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.11 Boats Animator

16.11.1 Boats Animator Company Profile

16.11.2 Boats Animator Animation, VFX and Games Product Specification

16.11.3 Boats Animator Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.12 Mixamo

16.12.1 Mixamo Company Profile

16.12.2 Mixamo Animation, VFX and Games Product Specification

16.12.3 Mixamo Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.13 Dragonframe

16.13.1 Dragonframe Company Profile

16.13.2 Dragonframe Animation, VFX and Games Product Specification

16.13.3 Dragonframe Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.14 Smartbody

16.14.1 Smartbody Company Profile

16.14.2 Smartbody Animation, VFX and Games Product Specification

16.14.3 Smartbody Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.15 Poser

16.15.1 Poser Company Profile

16.15.2 Poser Animation, VFX and Games Product Specification

16.15.3 Poser Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

16.16 Terragen

16.16.1 Terragen Company Profile

16.16.2 Terragen Animation, VFX and Games Product Specification

16.16.3 Terragen Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

17 Analyst's Viewpoints/Conclusions

18 Appendix

18.1 Research Methodology

18.1.1 Methodology/Research Approach

18.1.2 Data Source

18.2 Disclaimer



List of Figure

Table 1. Key Players Covered: Ranking by Animation, VFX and Games Revenue (US$ Million) 2016-2021

Table 2. Global Animation, VFX and Games Market Size by Type (US$ Million): 2022-2027

Table 3. Global Animation, VFX and Games Market Size by Application (US$ Million): 2022-2027

Table 4. Global Animation, VFX and Games Market Size by Regions (US$ Million): 2022-2027

Table 5. Global Animation, VFX and Games Market Size by Regions (2016-2021) (US$ Million)

Table 6. Global Animation, VFX and Games Market Share by Regions (2016-2021)

Table 7. Global Animation, VFX and Games Forecasted Market Size by Regions (2022-2027) (US$ Million)

Table 8. Global Animation, VFX and Games Market Share by Regions (2022-2027)

Table 9. Market Top Trends

Table 10. Key Drivers: Impact Analysis

Table 11. Key Challenges

Table 12. Animation, VFX and Games Market Growth Strategy

Table 13. Global Animation, VFX and Games Production Capacity by Manufacturers

Table 14. Global Animation, VFX and Games Production by Manufacturers (2016-2021)

Table 15. Global Animation, VFX and Games Production Market Share by Manufacturers (2016-2021)

Table 16. Global Animation, VFX and Games Revenue by Manufacturers (2016-2021)

Table 17. Global Animation, VFX and Games Revenue Share by Manufacturers (2016-2021)

Table 18. Global Market Animation, VFX and Games Average Price of Key Manufacturers (2016-2021)

Table 19. Manufacturers Animation, VFX and Games Production Sites and Area Served

Table 20. Manufacturers Animation, VFX and Games Product Type

Table 21. Global Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 22. Global Animation, VFX and Games Revenue Market Share by Type (2016-2021)

Table 23. Global Animation, VFX and Games Forecasted Market Size by Type (2022-2027) (US$ Million)

Table 24. Global Animation, VFX and Games Revenue Market Share by Type (2022-2027)

Table 25. Global Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 26. Global Animation, VFX and Games Revenue Market Share by Application (2016-2021)

Table 27. Global Animation, VFX and Games Forecasted Market Size by Application (2022-2027) (US$ Million)

Table 28. Global Animation, VFX and Games Revenue Market Share by Application (2022-2027)

Table 29. North America Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 30. North America Key Players Animation, VFX and Games Market Share (2016-2021)

Table 31. North America Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 32. North America Animation, VFX and Games Market Share by Type (2016-2021)

Table 33. North America Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 34. North America Animation, VFX and Games Market Share by Application (2016-2021)

Table 35. East Asia Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 36. East Asia Key Players Animation, VFX and Games Market Share (2016-2021)

Table 37. East Asia Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 38. East Asia Animation, VFX and Games Market Share by Type (2016-2021)

Table 39. East Asia Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 40. East Asia Animation, VFX and Games Market Share by Application (2016-2021)

Table 41. Europe Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 42. Europe Key Players Animation, VFX and Games Market Share (2016-2021)

Table 43. Europe Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 44. Europe Animation, VFX and Games Market Share by Type (2016-2021)

Table 45. Europe Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 46. Europe Animation, VFX and Games Market Share by Application (2016-2021)

Table 47. South Asia Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 48. South Asia Key Players Animation, VFX and Games Market Share (2016-2021)

Table 49. South Asia Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 50. South Asia Animation, VFX and Games Market Share by Type (2016-2021)

Table 51. South Asia Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 52. South Asia Animation, VFX and Games Market Share by Application (2016-2021)

Table 53. Southeast Asia Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 54. Southeast Asia Key Players Animation, VFX and Games Market Share (2016-2021)

Table 55. Southeast Asia Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 56. Southeast Asia Animation, VFX and Games Market Share by Type (2016-2021)

Table 57. Southeast Asia Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 58. Southeast Asia Animation, VFX and Games Market Share by Application (2016-2021)

Table 59. Middle East Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 60. Middle East Key Players Animation, VFX and Games Market Share (2016-2021)

Table 61. Middle East Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 62. Middle East Animation, VFX and Games Market Share by Type (2016-2021)

Table 63. Middle East Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 64. Middle East Animation, VFX and Games Market Share by Application (2016-2021)

Table 65. Africa Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 66. Africa Key Players Animation, VFX and Games Market Share (2016-2021)

Table 67. Africa Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 68. Africa Animation, VFX and Games Market Share by Type (2016-2021)

Table 69. Africa Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 70. Africa Animation, VFX and Games Market Share by Application (2016-2021)

Table 71. Oceania Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 72. Oceania Key Players Animation, VFX and Games Market Share (2016-2021)

Table 73. Oceania Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 74. Oceania Animation, VFX and Games Market Share by Type (2016-2021)

Table 75. Oceania Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 76. Oceania Animation, VFX and Games Market Share by Application (2016-2021)

Table 77. South America Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 78. South America Key Players Animation, VFX and Games Market Share (2016-2021)

Table 79. South America Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 80. South America Animation, VFX and Games Market Share by Type (2016-2021)

Table 81. South America Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 82. South America Animation, VFX and Games Market Share by Application (2016-2021)

Table 83. Rest of the World Key Players Animation, VFX and Games Revenue (2016-2021) (US$ Million)

Table 84. Rest of the World Key Players Animation, VFX and Games Market Share (2016-2021)

Table 85. Rest of the World Animation, VFX and Games Market Size by Type (2016-2021) (US$ Million)

Table 86. Rest of the World Animation, VFX and Games Market Share by Type (2016-2021)

Table 87. Rest of the World Animation, VFX and Games Market Size by Application (2016-2021) (US$ Million)

Table 88. Rest of the World Animation, VFX and Games Market Share by Application (2016-2021)

Table 89. 3ds Max Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 90. Ipi Soft Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 91. Clara.Io Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 92. Table Motionbuilder Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 93. Iclone Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 94. Blender Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 95. Maya Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 96. Houdini Apprentice Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 97. Faceshift Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 98. Makehuman Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 99. Boats Animator Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 100. Mixamo Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 101. Dragonframe Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 102. Smartbody Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 103. Poser Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 104. Terragen Animation, VFX and Games Production Capacity, Revenue, Price and Gross Margin (2016-2021)

Table 139. Research Programs/Design for This Report

Table 140. Key Data Information from Secondary Sources

Table 141. Key Data Information from Primary Sources





Figure 1. Global Animation, VFX and Games Market Share by Type: 2021 VS 2027

Figure 2. 2D Animation Features

Figure 3. Computer-Generated Images (CGI) Features

Figure 4. Visual Effects (VFX) Features

Figure 5. Network Animation Features

Figure 6. Enterprise Service Features

Figure 11. Global Animation, VFX and Games Market Share by Application: 2021 VS 2027

Figure 12. High Definition Television Case Studies

Figure 13. Tablet Case Studies

Figure 14. Smart Phone Case Studies

Figure 15. Headgear Case Studies

Figure 21. Animation, VFX and Games Report Years Considered

Figure 22. Global Animation, VFX and Games Market Size YoY Growth 2022-2027 (US$ Million)

Figure 23. Global Animation, VFX and Games Market Share by Regions: 2022 VS 2027

Figure 24. Porter's Five Forces Analysis

Figure 25. North America Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 26. East Asia Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 27. Europe Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 28. South Asia Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 29. Southeast Asia Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 30. Middle East Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 31. Africa Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 32. Oceania Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 33. South America Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 34. Rest of the World Animation, VFX and Games Market Size YoY Growth (2016-2027) (US$ Million)

Figure 35. 3ds Max Animation, VFX and Games Product Specification

Figure 36. Ipi Soft Animation, VFX and Games Product Specification

Figure 37. Clara.Io Animation, VFX and Games Product Specification

Figure 38. Motionbuilder Animation, VFX and Games Product Specification

Figure 39. Iclone Animation, VFX and Games Product Specification

Figure 40. Blender Animation, VFX and Games Product Specification

Figure 41. Maya Animation, VFX and Games Product Specification

Figure 42. Houdini Apprentice Animation, VFX and Games Product Specification

Figure 43. Faceshift Animation, VFX and Games Product Specification

Figure 44. Makehuman Animation, VFX and Games Product Specification

Figure 45. Boats Animator Animation, VFX and Games Product Specification

Figure 46. Mixamo Animation, VFX and Games Product Specification

Figure 47. Dragonframe Animation, VFX and Games Product Specification

Figure 48. Smartbody Animation, VFX and Games Product Specification

Figure 49. Poser Animation, VFX and Games Product Specification

Figure 50. Terragen Animation, VFX and Games Product Specification

Figure 85. Key Executives Interviewed