Animation and Gaming Market By Technology, By Application & Region – Global Market Forecast 2022-2028

Animation and Gaming Market share is expected to increase to USD 103.30 billion from 2021 to 2026, and the market’s growth momentum will accelerate at a CAGR of 22%.

The main drivers of large-scale patent registrations for animation are creativity and expansion of target markets. The United States leads the animation patent market due to the broad scope and demand for locally generated animation content, and the presence of top industry players such as Disney and DreamWorks.

Company Profile

Technicolor SA, The Walt Disney Co., Framestore Ltd., Adobe Inc., Sony Group Corp., Activision Blizzard Inc., Microsoft Corp., Nintendo Co. Ltd., NetEase Inc., Warner Bros. Entertainment Inc., TOEI ANIMATION Co. Ltd., The Foundry Visionmongers Ltd., Corus Entertainment Inc., Epic Games Inc., Lost Marble LLC, Toonz Animation India Pvt. Ltd., Anibrain, Reliance Industries Ltd., and Autodesk Inc. among others.

The following segmentation are covered in this report:

On the basis of animation segments

  • e-Education
  • Web designing
  • Animation entertainment
  • Movies
  • 2D animation movies
  • 3D animation movies
  • Visual effect (VFX)
  • TV, broadcast
  • Direct to DVD

On the basis of types in gaming software market

  • PC games
  • Mobile games
  • Console games
  • Online games

Recent developments

  • Market overview and growth analysis
  • Import and export overview
  • Volume analysis
  • Current market trends and future outlook
  • Market opportunistic and attractive investment segment

Geographic coverage

  • North America market size and/or volume
  • Latin America market size and/or volume
  • Europe market size and/or volume
  • Asia-pacific market size and/or volume
  • Rest of the world market size and/or volume

Key Questions Answered by Animation and Gaming Market Report

  • What was the Animation and Gaming Market size in 2020 and 2021; what are the estimated growth trends and market forecast (2022-2028)
  • What will be the CAGR of Market during the forecast period (2022-2028)?
  • Which segments (product type/applications/end-user) were most attractive for investments in 2021? How these segments are expected to grow during the forecast period (2022-2028).
  • Which manufacturer/vendor/players in the Animation and Gaming Market was the market leader in 2021?
  • Overview on the existing product portfolio, products in the pipeline, and strategic initiatives taken by key vendors in the market.

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