封面
市場調查報告書
商品編碼
1717201

動畫和遊戲市場:2025-2030 年全球預測(按產品、遊戲平台、年齡層、內容類型、最終用戶和分銷管道)

Animation & Gaming Market by Offerings, Gaming Platform, Age Group, Content Type, End-User, Distribution Channel - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 192 Pages | 商品交期: 最快1-2個工作天內

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動畫和遊戲市場預計將在 2024 年達到 2,272.4 億美元,在 2025 年成長至 2,555.6 億美元,複合年成長率為 12.78%,到 2030 年將達到 4,677 億美元。

主要市場統計數據
基準年2024年 2272.4億美元
預計年份:2025年 2555.6億美元
預測年份 2030 4677億美元
複合年成長率(%) 12.78%

近年來,動畫和遊戲領域發生了巨大變化,並已成為娛樂和數位媒體領域的重要支柱。本報告全面檢驗了影響這些產業的因素,並強調了主要趨勢、新興機會和挑戰。從傳統方法到數位創新的演變重新定義了內容的生產、分發和消費方式。該分析探討了市場變革的根本促進因素,並著重於激發新敘事和互動體驗方式的藝術創造力和技術突破。

在科技快速進步和消費者偏好不斷變化的時代,公司必須擁抱動畫和遊戲領域正在發生的轉變。以下部分揭示了多方面的趨勢、詳細的細分見解、區域和競爭對手的動態,這將有助於重新定義區域和競爭格局。在整個討論過程中,我們將重點放在創造性創新與市場需求之間的相互作用,為試圖駕馭這一競爭空間的相關人員和決策者提供實用資訊。

動畫和遊戲市場的變革

動畫和遊戲產業正經歷前所未有的變革時期。快速的技術創新和不斷變化的消費者習慣正在催化這一變化。日益複雜的製作技術、不斷擴大的分銷管道和數位技術的融合正在重塑傳統的內容製作和商業化戰略。

技術突破重新定義了觀眾參與。圖形渲染、虛擬實境和擴增實境的進步正在提供曾經只存在於科幻小說中的沉浸式體驗。雲端遊戲的興起徹底改變了可訪問性,使得高品質的遊戲體驗可以輕鬆地在多種設備上獲得,而不僅限於高階專用系統。因此,公司不僅要重新考慮內容傳送,還要調整其生產流程以適應這些新的互動形式。

此外,消費者行為也隨著科技的發展而演變。數位原民和各個年齡層的人們都期待跨平台的無縫多媒體整合。與這種轉變相伴而生的是人們對超越靜態娛樂的個人化體驗的需求。工作室和開發人員正在大力投資即時渲染、自我調整敘事以及社交互聯、多參與企業環境,以培養用戶之間的社群意識。

人工智慧和機器學習的融合透過引入增強數據分析來預測趨勢和改進內容策略,進一步推動轉型。這些變革的驅動力迫使市場參與企業不斷創新,以確保從最初的概念到分銷的創新過程的每個方面都與快速發展的數位生態系統保持一致。

這一領域的特點是不懈地追求卓越,創造性視野和技術創新融合,打破傳統範式。法律規範和智慧財產權也在不斷發展,敦促產業領導者採取積極措施保護創新並創造肥沃的成長環境。

了解市場的關鍵細分洞察

仔細分析詳細情形可以發現市場根據幾個關鍵方面被廣泛分類的詳細情況。首先,從產品類別來看,產業分為動漫和遊戲。動畫本身有多種形式:傳統的 2D 動畫、超現實的 3D 動畫、動態圖像的動態風格以及定格動畫的觸覺工藝。相反,遊戲正在超越簡單的故事敘述,演變成新的類別,例如將數位內容疊加到現實世界的擴增實境遊戲、雲端遊戲的靈活性、主機遊戲的強大生態系統、行動遊戲的普遍性、PC 遊戲的持久吸引力以及虛擬實境遊戲的沉浸式領域。

遊戲平台觀點進一步細分了主機、手機、個人電腦和網路市場。主機市場細分為提供小眾體驗的設備,例如 Nintendo Switch、PlayStation 和 Xbox,每種設備都提供獨特的互動環境。透過 Android 和 iOS 等不同的作業系統來審查行動平台,而 PC 部分則分析為針對 Linux、MacOS 和基於 Windows 的系統量身定做的體驗。網路平台也非常適合調查,重點是基於瀏覽器的遊戲和 HTML5 遊戲,這些遊戲可以立即訪問,而無需過多的硬體依賴。

年齡細分將年齡層分為 18-35 歲、35 歲以上和 18 歲以下,擴大了市場分析的範圍。這種人口統計細分可以幫助您客製化內容和行銷策略,以精確針對不同的消費者行為和偏好。此外,按內容類型細分可以揭示消費者趨勢。內容大致分為動作、冒險、模擬。動作部分進一步分為格鬥遊戲、射擊遊戲和生存挑戰,以測試您的反應能力和戰略決策能力。冒險類別包括平台遊戲、益智場景遊戲和角色扮演冒險遊戲,重點在於敘事深度和角色發展。另一方面,模擬是透過建築和管理遊戲、模仿現實世界場景的生活模擬以及提供真實駕駛體驗的車輛模擬遊戲來探索的。

最終用戶細分區分企業和個人消費者。企業包括廣告公司、教育機構、媒體和娛樂公司,並且經常利用行業內容來實現專業和教育目的。個人消費者也是一個關鍵群體,推動個人化參與和社區為基礎的互動體驗。最後,按分銷管道進行的分析強調了直接下載、網路商店和串流媒體服務的重要性。這些管道不僅解決了傳統的購買模式,還提供了不斷變化的消費者購買行為和內容消費模式的見解。

這種細粒度的細分構成了產業理解的支柱,揭示了特定的需求並指導了策略決策。市場參與企業可以利用這些見解來最佳化產品發布、調整行銷策略並加強分銷框架。隨著技術和偏好的不斷發展,這些細分洞察為了解創新可以在哪些方面創造可衡量的競爭優勢提供了藍圖。

目錄

第1章 引言

第2章調查方法

第3章執行摘要

第4章 市場概述

第5章 市場洞察

  • 市場動態
    • 驅動程式
      • 快速的都市化和不斷成長的可支配收入將推動遊戲和動畫產業的成長
      • 電子競技和競技遊戲作為主流娛樂形式越來越受歡迎
      • 全球對身臨其境型和互動體驗的需求日益成長
    • 限制因素
      • 高品質遊戲和動畫內容的製作成本高昂
    • 機會
      • 整合人工智慧來增強遊戲動畫系列的敘事技巧
      • 與 VR 和 AR 科技公司合作,增強身臨其境型敘事和遊戲元素
    • 任務
      • 動畫和遊戲產業對資料隱私和數位盜版的擔憂日益加劇
  • 市場區隔分析
    • 提供:不同片段的 3D 動畫,營造身臨其境的逼真體驗
    • 最終用戶:教育領域的動畫和遊戲將顯著改變教育
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 經濟
    • 社會
    • 科技
    • 法律
    • 環境

第6章動畫遊戲市場(按產品提供)

  • 介紹
  • 卡通
    • 2D動畫
    • 3D動畫
    • 動態圖像
    • 定格動畫
  • 遊戲
    • 擴增實境(AR) 遊戲
    • 雲端遊戲
    • 主機遊戲
    • 手機遊戲
    • PC遊戲
    • 虛擬實境(VR)遊戲

第7章動畫遊戲市集(按遊戲平台)

  • 介紹
  • 主機
    • 任天堂 Switch
    • PlayStation
    • Xbox
  • 智慧型手機
    • Android
    • iOS
  • 個人電腦
    • Linux
    • macOS
    • Windows
  • 網路
    • 基於瀏覽器
    • HTML5遊戲

第8章動畫遊戲市集(依年齡層)

  • 介紹
  • 18-35歲
  • 35歲或以上
  • 18歲以下

第9章動畫遊戲市集(依內容類型)

  • 介紹
  • 行動
    • 發現
    • 射手
    • 生存
  • 冒險
    • 平台遊戲
    • 角色扮演
  • 模擬
    • 建設與管理
    • 生活模擬
    • 車輛模擬

第 10 章動畫遊戲市場(按最終用戶)

  • 介紹
  • 企業
    • 廣告代理商
    • 教育機構
    • 媒體娛樂公司
  • 個人消費者

第11章動畫遊戲市集(按分銷管道)

  • 介紹
  • 直接下載
  • 網路商店
  • 串流媒體服務

第12章:美洲動畫遊戲市場

  • 介紹
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第13章 亞太動畫遊戲市場

  • 介紹
  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第14章 歐洲、中東和非洲的動畫和遊戲市場

  • 介紹
  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第15章競爭格局

  • 2024年市場佔有率分析
  • 2024年FPNV定位矩陣
  • 競爭情境分析
  • 戰略分析與建議

公司名單

  • Aardman Animations Limited
  • Activision Blizzard Inc. by Microsoft Corp.
  • Adobe Inc.
  • Anibrain Digital Technologies Private Limited
  • Bandai Namco Entertainment Inc.
  • Bonfire Studios, Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Framestore Limited
  • Kevuru Games
  • NCSOFT Corporation
  • NetEase Inc.
  • Nintendo Co. Ltd.
  • Reliance Industries Ltd.
  • Sony Group Corporation
  • Take-Two Interactive Software, Inc.
  • Technicolor Group
  • The Foundry Visionmongers Ltd.
  • The Walt Disney Company
  • TOEI ANIMATION Co. Ltd.
  • Toonz Media Group
  • Unity Technologies
  • Valve Corporation
  • WB Television Group
Product Code: MRR-742BD517ADB9

The Animation & Gaming Market was valued at USD 227.24 billion in 2024 and is projected to grow to USD 255.56 billion in 2025, with a CAGR of 12.78%, reaching USD 467.70 billion by 2030.

KEY MARKET STATISTICS
Base Year [2024] USD 227.24 billion
Estimated Year [2025] USD 255.56 billion
Forecast Year [2030] USD 467.70 billion
CAGR (%) 12.78%

The animation and gaming sectors have evolved dramatically over recent years, emerging as critical pillars in the entertainment and digital media space. This report provides a comprehensive examination of the factors shaping these industries, revealing key trends, emerging opportunities, and challenges. The evolution from traditional techniques to digital innovations has redefined how content is created, distributed, and consumed. In this analysis, we explore the fundamental drivers of market change, highlighting both artistic creativity and technological breakthroughs that are inspiring new approaches to storytelling and interactive experiences.

In an era marked by rapid technological advancement and shifting consumer preferences, businesses must embrace the transformation occurring in animation and gaming. The following sections uncover multifaceted trends, detailed segmentation insights, and regional and corporate dynamics that collectively help to redefine the competitive landscape. Throughout this discussion, an emphasis is placed on the interplay between creative innovation and market imperatives, offering actionable intelligence for stakeholders and decision-makers seeking to navigate this competitive space successfully.

Transformative Shifts in the Digital Entertainment Landscape

The animation and gaming industry is experiencing a period of transformative change unlike any seen before. Rapid technological innovations and evolving consumer habits act as catalysts for these shifts. Increasingly sophisticated production techniques, expansive distribution channels, and the convergence of digital technologies are reshaping traditional content creation and monetization strategies.

Major technological breakthroughs have redefined audience engagement. Advancements in graphics rendering, virtual reality, and augmented reality offer immersive experiences that were once relegated to the realm of science fiction. The rise of cloud gaming has revolutionized accessibility, ensuring that high-quality gaming experiences are no longer confined to high-end dedicated systems but are readily available across multiple devices. As a result, companies are not only rethinking content delivery, but also adapting production pipelines to accommodate these new forms of interactivity.

Moreover, consumer behavior is evolving in tandem with technology. Digital natives and a diverse range of age groups now expect seamless integration of multimedia across platforms. This shift is paralleled by the demand for personalized experiences that transcend static entertainment. Studios and developers are investing heavily in real-time rendering, adaptive storytelling, and socially connected multiplayer environments that facilitate a sense of community among users.

The integration of artificial intelligence and machine learning further fuels the transformation, introducing enhanced data analytics to predict trends and refine content strategies. With such transformational drivers at play, market participants are compelled to innovate continually, ensuring that every facet of the creative process-from initial concept through distribution-aligns with the rapidly evolving digital ecosystem.

This landscape is characterized by a relentless pursuit of excellence, where creative vision and technological innovation converge to disrupt conventional paradigms. Regulatory frameworks and intellectual property rights are also evolving, prompting industry leaders to adopt proactive measures that safeguard their innovations and nurture a fertile environment for growth.

Key Segmentation Insights for Market Understanding

A careful analysis of segmentation reveals a detailed landscape where the market is broadly categorized based on several critical perspectives. First, considering offerings, the industry is divided into animation and gaming. Animation itself is studied across its various forms including traditional 2D animation, highly realistic 3D animation, the dynamic flair of motion graphics, and the tactile craftsmanship of stop motion. Conversely, gaming has progressed beyond simple narratives, extending into emerging categories such as augmented reality gaming which overlays digital content on the real world, the flexibility of cloud gaming, the robust ecosystems of console gaming, the ubiquity of mobile gaming, the persistent appeal of PC gaming, and the immersive domains of virtual reality gaming.

Further segmentation is evidenced by the gaming platform perspective, where markets are analyzed across console, mobile, PC, and web. Detailed examination reveals the console market, segmented into niche experiences offered by devices like Nintendo Switch, PlayStation, and Xbox, each delivering unique interactive environments. Mobile platforms are scrutinized through different operating systems like Android and iOS, while the PC segment is parsed into experiences tailored for Linux, MacOS, and Windows-based systems. Web platforms, too, lend themselves to investigation with a focus on browser-based engagements and HTML5 games that provide instant accessibility without significant hardware dependencies.

Age group segmentation broadens the scope of market analysis by categorizing audiences into players aged 18-35, those above 35, and individuals less than 18. This demographic segmentation helps industry players tailor their content and marketing strategies to precisely target varying consumer behaviors and preferences. Additionally, segmentation based on content type reveals distinct consumer inclinations. Content is largely categorized into action, adventure, and simulation. The action segment is dissected further into fighting games, shooter titles, and survival challenges that test reflexes and strategic decision-making. The adventure category encapsulates platformers, puzzling scenarios, and role-playing adventures that emphasize narrative depth and character development. Meanwhile, simulation is explored through the prisms of construction and management games, life simulations that mimic real-world scenarios, and vehicle simulation games that offer realistic driving experiences.

End-user segmentation distinguishes between enterprises and individual consumers. Enterprises, which include advertising agencies, educational institutions, and media and entertainment companies, often leverage industry content for professional and educational purposes. Individual consumers are also a significant segment, driving personalized engagement and community-based interactive experiences. Finally, analysis based on distribution channels highlights the importance of direct downloads, online stores, and streaming services. These channels not only cater to traditional purchasing models but also provide insights into evolving consumer purchasing behaviors and content consumption patterns.

This granular segmentation forms the backbone of industry understanding, elucidating specific needs and guiding strategic decision-making. Market participants can leverage these insights to optimize product development, tailor marketing strategies, and enhance distribution frameworks. As technology and preferences continue to evolve, these segmentation insights provide a roadmap for understanding where innovation can create a measurable competitive advantage.

Based on Offerings, market is studied across Animation and Gaming. The Animation is further studied across 2D Animation, 3D Animation, Motion Graphics, and Stop Motion. The Gaming is further studied across Augmented Reality (AR) Gaming, Cloud Gaming, Console Gaming, Mobile Gaming, PC Gaming, and Virtual Reality (VR) Gaming.

Based on Gaming Platform, market is studied across Console, Mobile, PC, and Web. The Console is further studied across Nintendo Switch, PlayStation, and Xbox. The Mobile is further studied across Android and iOS. The PC is further studied across Linux, MacOS, and Windows. The Web is further studied across Browser-Based and HTML5 Games.

Based on Age Group, market is studied across 18-35, Above 35, and Less than 18.

Based on Content Type, market is studied across Action, Adventure, and Simulation. The Action is further studied across Fighting, Shooter, and Survival. The Adventure is further studied across Platformers, Puzzle, and Role-Playing. The Simulation is further studied across Construction and Management, Life Simulation, and Vehicle Simulation.

Based on End-User, market is studied across Enterprises and Individual Consumers. The Enterprises is further studied across Advertising Agencies, Educational Institutions, and Media & Entertainment Companies.

Based on Distribution Channel, market is studied across Direct Downloads, Online Stores, and Streaming Services.

Key Regional Insights Impacting Market Dynamics

The animation and gaming landscape exhibits pronounced regional variations that have significant implications for market strategy. In the Americas, the market is characterized by a robust mix of established content studios and emerging independent developers, creating a dynamic ecosystem where innovation meets tradition. Consumer preferences and high disposable incomes in this region have given rise to sophisticated gaming platforms and advanced animation studios, fostering an environment that encourages high-quality, technically advanced productions.

In the Europe, Middle East & Africa region, cultural diversity plays a pivotal role in shaping unique content. There is a blend of traditional storytelling techniques with modern digital innovations, where market players balance local sensibilities with global trends. Regulatory developments, coupled with initiatives to promote digital literacy and creative arts, fuel a thriving industry where both animation and gaming are recognized for their cultural and economic contributions. The region has seen substantial investments in digital infrastructure, reinforcing its capacity to produce and distribute content with international appeal.

Asia-Pacific emerges as one of the most rapidly expanding markets in this sector. Driven by technological advancement and a young, digitally savvy population, the region is a powerhouse of mobile gaming and innovative animation techniques. Rapid urbanization, increased internet accessibility, and governmental support for the digital economy contribute to an environment where both local developers and global players can flourish. This region not only serves as a massive consumer base but also as a fertile ground for pioneering innovations that are likely to redefine content experiences on a global scale.

These regional insights highlight the need for strategic localization and customized content strategies that resonate with regional audiences while leveraging global best practices. A dynamic understanding of these trends enables industry leaders to adapt their business models and invest in areas with the highest potential for growth.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Key Companies Driving Innovation and Market Leadership

Market dynamics within the animation and gaming industry are significantly influenced by key corporate players whose strategies set new benchmarks for innovation and excellence. Notable organizations such as Aardman Animations Limited have long been synonymous with pioneering storytelling in animation, while Activision Blizzard Inc. by Microsoft Corp. continues to lead the charge in transforming gaming experiences through large-scale, immersive productions. Technology giants like Adobe Inc. are instrumental in providing the creative tools that empower artists and developers, enabling them to push the boundaries of digital creation.

The competitive landscape is further enriched by dynamic industry participants including Anibrain Digital Technologies Private Limited and Bandai Namco Entertainment Inc., who contribute to a vibrant mix of creative content and technological innovation. Companies like Bonfire Studios, Inc. and Electronic Arts Inc. are renowned for their prowess in developing interactive and narrative-driven experiences that captivate audiences across the globe. The influence of Epic Games, Inc. is also notable, given its significant contributions to both gaming and digital content creation through cutting-edge game engines and visual effects.

Studios such as Framestore Limited and Kevuru Games offer a blend of artistic excellence and technical proficiency that continue to shape the competitive playing field. Global corporations like NCSOFT Corporation and NetEase Inc. provide innovative digital ecosystems that cater to an increasingly diverse range of gaming platforms and consumer preferences. The legacy and continued presence of Nintendo Co. Ltd. underscore the enduring appeal of iconic gaming franchises. In addition, Reliance Industries Ltd. represents the intersection of content production and expansive market access in emerging economies.

Other industry stalwarts including Sony Group Corporation, Take-Two Interactive Software, Inc., and Technicolor Group bring an influential mix of technical innovation and narrative depth to the market. Further reinforcing industry standards are insights from The Foundry Visionmongers Ltd. and The Walt Disney Company, whose contributions continue to shape modern animation and storytelling. With specialized expertise from TOEI ANIMATION Co. Ltd. and Toonz Media Group, the domain remains vibrant and competitive, while organizations like Unity Technologies, Valve Corporation, and WB Television Group further consolidate best practices in development, distribution, and technological advancement.

This spectrum of key companies, each contributing unique strengths, underscores a market landscape driven by both legacy and innovative disruption. Their strategic investments and visionary approach provide invaluable lessons for competitors and potential entrants, setting a high standard for quality and consistency across the digital content landscape.

The report delves into recent significant developments in the Animation & Gaming Market, highlighting leading vendors and their innovative profiles. These include Aardman Animations Limited, Activision Blizzard Inc. by Microsoft Corp., Adobe Inc., Anibrain Digital Technologies Private Limited, Bandai Namco Entertainment Inc., Bonfire Studios, Inc., Electronic Arts Inc., Epic Games, Inc., Framestore Limited, Kevuru Games, NCSOFT Corporation, NetEase Inc., Nintendo Co. Ltd., Reliance Industries Ltd., Sony Group Corporation, Take-Two Interactive Software, Inc., Technicolor Group, The Foundry Visionmongers Ltd., The Walt Disney Company, TOEI ANIMATION Co. Ltd., Toonz Media Group, Unity Technologies, Valve Corporation, and WB Television Group. Actionable Recommendations for Industry Leaders

Industry leaders must navigate this evolving landscape with agility and foresight. It is imperative to invest in robust research and development, ensuring that production pipelines are streamlined to accommodate rapid technological changes. Organizations should consider forming dedicated innovation centers to harness emerging trends in virtual and augmented reality, real-time rendering, and cloud-based gaming. Strategic investments in digital tools, partnerships with tech innovators, and continuous upskilling of creative talent are keys to maintaining a competitive edge.

Leaders are encouraged to explore synergistic collaborations with tech companies specializing in artificial intelligence and machine learning. These partnerships can yield predictive analytics capabilities that guide content creation and marketing strategies based on consumer behavior. Embracing data-driven decision-making processes further facilitates personalized user experiences that resonate with diverse demographic segments.

Given the dynamic nature of regional markets, a targeted approach to localization is also essential. Tailoring content to regional cultural nuances, while maintaining a global outlook, can unlock substantial growth potential. Moreover, recalibrating distribution strategies to leverage emerging digital platforms and streaming services can considerably broaden market access. Emphasizing omni-channel distribution ensures that content reaches consumers across various digital ecosystems.

Operational efficiency can be further enhanced by centralizing key functions such as content management, data analytics, and customer feedback across multiple platforms. By investing in integrated digital ecosystems, organizations can create seamless workflows that reduce time-to-market and improve overall quality. Finally, establishing clear metrics for success and regularly reviewing strategic initiatives ensures that industry leaders remain agile in the face of disruptions and are well-positioned to capitalize on emerging opportunities.

Conclusion: Navigating a Landscape of Innovation and Growth

In conclusion, the animation and gaming sectors continue to be robust hubs of creativity and technological innovation. As technology continues to advance and consumer expectations evolve, the market is witnessing an unparalleled transformation, driven by sophisticated production techniques, evolving business models, and innovative storytelling approaches. The rich segmentation analysis underscores the diverse consumer base and emerging content trends that define the market dynamics. Equally, the regional insights emphasize the strategic importance of localized approaches which, when combined with insights from trailblazing companies, create a blueprint for sustainable growth.

The journey from traditional to modern digital methodologies is well underway, and industry stakeholders who invest in innovation, forge strategic partnerships, and optimize their operational frameworks will be best positioned to thrive. Embracing these changes not only fuels creative excellence but also plays a pivotal role in shaping long-term success in an increasingly competitive global arena.

The overarching message for leaders in this space is clear: continual adaptation and a forward-thinking mindset are indispensable. The convergence of art and technology in this dynamic ecosystem calls for decisive action and a commitment to excellence. The future remains bright for those who are prepared to embrace change and invest in groundbreaking innovations.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rapid urbanization and increasing disposable income promoting the growth of the gaming and animation sectors
      • 5.1.1.2. Growing popularity of esports and competitive gaming as mainstream entertainment
      • 5.1.1.3. Rising demand for immersive and interactive experiences globally
    • 5.1.2. Restraints
      • 5.1.2.1. High production cost of high-quality gaming and animation content
    • 5.1.3. Opportunities
      • 5.1.3.1. Integration of artificial intelligence to enhance storytelling techniques in animation series for gamers
      • 5.1.3.2. Rising collaborating with VR and AR tech companies to enhance immersive storytelling and gameplay elements
    • 5.1.4. Challenges
      • 5.1.4.1. Growing concerns of data privacy and digital rights infringement in the animation and gaming sectors
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Adoption of 3D animation in various sectors to create immersive and realistic experiences
    • 5.2.2. End-User: Utilization of animation and gamings in education sector for significant transformation in education
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Animation & Gaming Market, by Offerings

  • 6.1. Introduction
  • 6.2. Animation
    • 6.2.1. 2D Animation
    • 6.2.2. 3D Animation
    • 6.2.3. Motion Graphics
    • 6.2.4. Stop Motion
  • 6.3. Gaming
    • 6.3.1. Augmented Reality (AR) Gaming
    • 6.3.2. Cloud Gaming
    • 6.3.3. Console Gaming
    • 6.3.4. Mobile Gaming
    • 6.3.5. PC Gaming
    • 6.3.6. Virtual Reality (VR) Gaming

7. Animation & Gaming Market, by Gaming Platform

  • 7.1. Introduction
  • 7.2. Console
    • 7.2.1. Nintendo Switch
    • 7.2.2. PlayStation
    • 7.2.3. Xbox
  • 7.3. Mobile
    • 7.3.1. Android
    • 7.3.2. iOS
  • 7.4. PC
    • 7.4.1. Linux
    • 7.4.2. MacOS
    • 7.4.3. Windows
  • 7.5. Web
    • 7.5.1. Browser-Based
    • 7.5.2. HTML5 Games

8. Animation & Gaming Market, by Age Group

  • 8.1. Introduction
  • 8.2. 18-35
  • 8.3. Above 35
  • 8.4. Less than 18

9. Animation & Gaming Market, by Content Type

  • 9.1. Introduction
  • 9.2. Action
    • 9.2.1. Fighting
    • 9.2.2. Shooter
    • 9.2.3. Survival
  • 9.3. Adventure
    • 9.3.1. Platformers
    • 9.3.2. Puzzle
    • 9.3.3. Role-Playing
  • 9.4. Simulation
    • 9.4.1. Construction and Management
    • 9.4.2. Life Simulation
    • 9.4.3. Vehicle Simulation

10. Animation & Gaming Market, by End-User

  • 10.1. Introduction
  • 10.2. Enterprises
    • 10.2.1. Advertising Agencies
    • 10.2.2. Educational Institutions
    • 10.2.3. Media & Entertainment Companies
  • 10.3. Individual Consumers

11. Animation & Gaming Market, by Distribution Channel

  • 11.1. Introduction
  • 11.2. Direct Downloads
  • 11.3. Online Stores
  • 11.4. Streaming Services

12. Americas Animation & Gaming Market

  • 12.1. Introduction
  • 12.2. Argentina
  • 12.3. Brazil
  • 12.4. Canada
  • 12.5. Mexico
  • 12.6. United States

13. Asia-Pacific Animation & Gaming Market

  • 13.1. Introduction
  • 13.2. Australia
  • 13.3. China
  • 13.4. India
  • 13.5. Indonesia
  • 13.6. Japan
  • 13.7. Malaysia
  • 13.8. Philippines
  • 13.9. Singapore
  • 13.10. South Korea
  • 13.11. Taiwan
  • 13.12. Thailand
  • 13.13. Vietnam

14. Europe, Middle East & Africa Animation & Gaming Market

  • 14.1. Introduction
  • 14.2. Denmark
  • 14.3. Egypt
  • 14.4. Finland
  • 14.5. France
  • 14.6. Germany
  • 14.7. Israel
  • 14.8. Italy
  • 14.9. Netherlands
  • 14.10. Nigeria
  • 14.11. Norway
  • 14.12. Poland
  • 14.13. Qatar
  • 14.14. Russia
  • 14.15. Saudi Arabia
  • 14.16. South Africa
  • 14.17. Spain
  • 14.18. Sweden
  • 14.19. Switzerland
  • 14.20. Turkey
  • 14.21. United Arab Emirates
  • 14.22. United Kingdom

15. Competitive Landscape

  • 15.1. Market Share Analysis, 2024
  • 15.2. FPNV Positioning Matrix, 2024
  • 15.3. Competitive Scenario Analysis
    • 15.3.1. Nodwin Gaming acquires Trinity Gaming to accelerate expansion and enhance content capabilities
    • 15.3.2. Zapak and Warner Bros. launch Ben 10 alien run mobile game on ben10 day
    • 15.3.3. DreamWorks and Universal partner with Alshaya to launch dreamplay in Riyadh
  • 15.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Aardman Animations Limited
  • 2. Activision Blizzard Inc. by Microsoft Corp.
  • 3. Adobe Inc.
  • 4. Anibrain Digital Technologies Private Limited
  • 5. Bandai Namco Entertainment Inc.
  • 6. Bonfire Studios, Inc.
  • 7. Electronic Arts Inc.
  • 8. Epic Games, Inc.
  • 9. Framestore Limited
  • 10. Kevuru Games
  • 11. NCSOFT Corporation
  • 12. NetEase Inc.
  • 13. Nintendo Co. Ltd.
  • 14. Reliance Industries Ltd.
  • 15. Sony Group Corporation
  • 16. Take-Two Interactive Software, Inc.
  • 17. Technicolor Group
  • 18. The Foundry Visionmongers Ltd.
  • 19. The Walt Disney Company
  • 20. TOEI ANIMATION Co. Ltd.
  • 21. Toonz Media Group
  • 22. Unity Technologies
  • 23. Valve Corporation
  • 24. WB Television Group

LIST OF FIGURES

  • FIGURE 1. ANIMATION & GAMING MARKET MULTI-CURRENCY
  • FIGURE 2. ANIMATION & GAMING MARKET MULTI-LANGUAGE
  • FIGURE 3. ANIMATION & GAMING MARKET RESEARCH PROCESS
  • FIGURE 4. ANIMATION & GAMING MARKET SIZE, 2024 VS 2030
  • FIGURE 5. GLOBAL ANIMATION & GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL ANIMATION & GAMING MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2024 VS 2030 (%)
  • FIGURE 9. GLOBAL ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2024 VS 2030 (%)
  • FIGURE 11. GLOBAL ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2024 VS 2030 (%)
  • FIGURE 13. GLOBAL ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2024 VS 2030 (%)
  • FIGURE 15. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 16. GLOBAL ANIMATION & GAMING MARKET SIZE, BY END-USER, 2024 VS 2030 (%)
  • FIGURE 17. GLOBAL ANIMATION & GAMING MARKET SIZE, BY END-USER, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 18. GLOBAL ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2030 (%)
  • FIGURE 19. GLOBAL ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 20. AMERICAS ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 21. AMERICAS ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 22. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 23. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 24. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 25. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 26. EUROPE, MIDDLE EAST & AFRICA ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 27. EUROPE, MIDDLE EAST & AFRICA ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 28. ANIMATION & GAMING MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 29. ANIMATION & GAMING MARKET, FPNV POSITIONING MATRIX, 2024

LIST OF TABLES

  • TABLE 1. ANIMATION & GAMING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL ANIMATION & GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL ANIMATION & GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. ANIMATION & GAMING MARKET DYNAMICS
  • TABLE 7. GLOBAL ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ANIMATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL ANIMATION & GAMING MARKET SIZE, BY 2D ANIMATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL ANIMATION & GAMING MARKET SIZE, BY 3D ANIMATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MOTION GRAPHICS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL ANIMATION & GAMING MARKET SIZE, BY STOP MOTION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL ANIMATION & GAMING MARKET SIZE, BY GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL ANIMATION & GAMING MARKET SIZE, BY AUGMENTED REALITY (AR) GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CLOUD GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONSOLE GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MOBILE GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PC GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL ANIMATION & GAMING MARKET SIZE, BY VIRTUAL REALITY (VR) GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL ANIMATION & GAMING MARKET SIZE, BY NINTENDO SWITCH, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PLAYSTATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL ANIMATION & GAMING MARKET SIZE, BY XBOX, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MOBILE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL ANIMATION & GAMING MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PC, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL ANIMATION & GAMING MARKET SIZE, BY LINUX, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MACOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 35. GLOBAL ANIMATION & GAMING MARKET SIZE, BY WINDOWS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 36. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 37. GLOBAL ANIMATION & GAMING MARKET SIZE, BY WEB, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 38. GLOBAL ANIMATION & GAMING MARKET SIZE, BY BROWSER-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 39. GLOBAL ANIMATION & GAMING MARKET SIZE, BY HTML5 GAMES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 40. GLOBAL ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 41. GLOBAL ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 42. GLOBAL ANIMATION & GAMING MARKET SIZE, BY 18-35, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 43. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ABOVE 35, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 44. GLOBAL ANIMATION & GAMING MARKET SIZE, BY LESS THAN 18, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 45. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 46. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ACTION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 47. GLOBAL ANIMATION & GAMING MARKET SIZE, BY FIGHTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 48. GLOBAL ANIMATION & GAMING MARKET SIZE, BY SHOOTER, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 49. GLOBAL ANIMATION & GAMING MARKET SIZE, BY SURVIVAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 50. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 51. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 52. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PLATFORMERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 53. GLOBAL ANIMATION & GAMING MARKET SIZE, BY PUZZLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 54. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ROLE-PLAYING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 55. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 56. GLOBAL ANIMATION & GAMING MARKET SIZE, BY SIMULATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 57. GLOBAL ANIMATION & GAMING MARKET SIZE, BY CONSTRUCTION AND MANAGEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 58. GLOBAL ANIMATION & GAMING MARKET SIZE, BY LIFE SIMULATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 59. GLOBAL ANIMATION & GAMING MARKET SIZE, BY VEHICLE SIMULATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 60. GLOBAL ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 61. GLOBAL ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 62. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 63. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ADVERTISING AGENCIES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 64. GLOBAL ANIMATION & GAMING MARKET SIZE, BY EDUCATIONAL INSTITUTIONS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 65. GLOBAL ANIMATION & GAMING MARKET SIZE, BY MEDIA & ENTERTAINMENT COMPANIES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 66. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 67. GLOBAL ANIMATION & GAMING MARKET SIZE, BY INDIVIDUAL CONSUMERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 68. GLOBAL ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 69. GLOBAL ANIMATION & GAMING MARKET SIZE, BY DIRECT DOWNLOADS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 70. GLOBAL ANIMATION & GAMING MARKET SIZE, BY ONLINE STORES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 71. GLOBAL ANIMATION & GAMING MARKET SIZE, BY STREAMING SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 72. AMERICAS ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 73. AMERICAS ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 74. AMERICAS ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 75. AMERICAS ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. AMERICAS ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 77. AMERICAS ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 78. AMERICAS ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 79. AMERICAS ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 80. AMERICAS ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 81. AMERICAS ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 82. AMERICAS ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 83. AMERICAS ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 84. AMERICAS ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 85. AMERICAS ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 86. AMERICAS ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 87. AMERICAS ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 88. AMERICAS ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 89. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 90. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 91. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 92. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 93. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 94. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 95. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 96. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 97. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 98. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 100. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 101. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 102. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 103. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 104. ARGENTINA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 105. BRAZIL ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 106. BRAZIL ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 107. BRAZIL ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 108. BRAZIL ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 109. BRAZIL ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 110. BRAZIL ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 111. BRAZIL ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 112. BRAZIL ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 113. BRAZIL ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 114. BRAZIL ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. BRAZIL ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 116. BRAZIL ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 117. BRAZIL ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 118. BRAZIL ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 119. BRAZIL ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 120. BRAZIL ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 121. CANADA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 122. CANADA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 123. CANADA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 124. CANADA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. CANADA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 126. CANADA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 127. CANADA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 128. CANADA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 129. CANADA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 130. CANADA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. CANADA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 132. CANADA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 133. CANADA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 134. CANADA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 135. CANADA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 136. CANADA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 137. MEXICO ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 138. MEXICO ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 139. MEXICO ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 140. MEXICO ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 141. MEXICO ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 142. MEXICO ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 143. MEXICO ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 144. MEXICO ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 145. MEXICO ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 146. MEXICO ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. MEXICO ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 148. MEXICO ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 149. MEXICO ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 150. MEXICO ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 151. MEXICO ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 152. MEXICO ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 153. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 154. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 155. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 156. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 157. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 158. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 159. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 160. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 161. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 162. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 163. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 164. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 165. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 166. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 167. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 168. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 169. UNITED STATES ANIMATION & GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 170. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 171. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 172. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 173. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 174. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 175. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 176. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 177. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 178. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 179. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 181. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 182. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 183. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 184. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 185. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 186. ASIA-PACIFIC ANIMATION & GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 187. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 188. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 189. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 190. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 191. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 192. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 193. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 194. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 195. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 196. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 198. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 199. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 200. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 201. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 202. AUSTRALIA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 203. CHINA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 204. CHINA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 205. CHINA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 206. CHINA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 207. CHINA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 208. CHINA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 209. CHINA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 210. CHINA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 211. CHINA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 212. CHINA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 213. CHINA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 214. CHINA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 215. CHINA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 216. CHINA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 217. CHINA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 218. CHINA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 219. INDIA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 220. INDIA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 221. INDIA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 222. INDIA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 223. INDIA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 224. INDIA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 225. INDIA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 226. INDIA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 227. INDIA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 228. INDIA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 229. INDIA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 230. INDIA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 231. INDIA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 232. INDIA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 233. INDIA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 234. INDIA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 235. INDONESIA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 236. INDONESIA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 237. INDONESIA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 238. INDONESIA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 239. INDONESIA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 240. INDONESIA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 241. INDONESIA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 242. INDONESIA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 243. INDONESIA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 244. INDONESIA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 245. INDONESIA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 246. INDONESIA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 247. INDONESIA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 248. INDONESIA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 249. INDONESIA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 250. INDONESIA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 251. JAPAN ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 252. JAPAN ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 253. JAPAN ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 254. JAPAN ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 255. JAPAN ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 256. JAPAN ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 257. JAPAN ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 258. JAPAN ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 259. JAPAN ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 260. JAPAN ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 261. JAPAN ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 262. JAPAN ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 263. JAPAN ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 264. JAPAN ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 265. JAPAN ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 266. JAPAN ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 267. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 268. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 269. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 270. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 271. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 272. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 273. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 274. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 275. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 276. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 277. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 278. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 279. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 280. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 281. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 282. MALAYSIA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 283. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 284. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 285. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 286. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 287. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 288. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 289. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 290. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 291. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 292. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 293. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 294. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 295. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 296. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 297. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 298. PHILIPPINES ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 299. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 300. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 301. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 302. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 303. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 304. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 305. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 306. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 307. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 308. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 309. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 310. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 311. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 312. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 313. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 314. SINGAPORE ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 315. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 316. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 317. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 318. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 319. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 320. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 321. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 322. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 323. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 324. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 325. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 326. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 327. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 328. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 329. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 330. SOUTH KOREA ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 331. TAIWAN ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 332. TAIWAN ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 333. TAIWAN ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 334. TAIWAN ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 335. TAIWAN ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 336. TAIWAN ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 337. TAIWAN ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 338. TAIWAN ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 339. TAIWAN ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 340. TAIWAN ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 341. TAIWAN ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 342. TAIWAN ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 343. TAIWAN ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 344. TAIWAN ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 345. TAIWAN ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 2018-2030 (USD MILLION)
  • TABLE 346. TAIWAN ANIMATION & GAMING MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 347. THAILAND ANIMATION & GAMING MARKET SIZE, BY OFFERINGS, 2018-2030 (USD MILLION)
  • TABLE 348. THAILAND ANIMATION & GAMING MARKET SIZE, BY ANIMATION, 2018-2030 (USD MILLION)
  • TABLE 349. THAILAND ANIMATION & GAMING MARKET SIZE, BY GAMING, 2018-2030 (USD MILLION)
  • TABLE 350. THAILAND ANIMATION & GAMING MARKET SIZE, BY GAMING PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 351. THAILAND ANIMATION & GAMING MARKET SIZE, BY CONSOLE, 2018-2030 (USD MILLION)
  • TABLE 352. THAILAND ANIMATION & GAMING MARKET SIZE, BY MOBILE, 2018-2030 (USD MILLION)
  • TABLE 353. THAILAND ANIMATION & GAMING MARKET SIZE, BY PC, 2018-2030 (USD MILLION)
  • TABLE 354. THAILAND ANIMATION & GAMING MARKET SIZE, BY WEB, 2018-2030 (USD MILLION)
  • TABLE 355. THAILAND ANIMATION & GAMING MARKET SIZE, BY AGE GROUP, 2018-2030 (USD MILLION)
  • TABLE 356. THAILAND ANIMATION & GAMING MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 357. THAILAND ANIMATION & GAMING MARKET SIZE, BY ACTION, 2018-2030 (USD MILLION)
  • TABLE 358. THAILAND ANIMATION & GAMING MARKET SIZE, BY ADVENTURE, 2018-2030 (USD MILLION)
  • TABLE 359. THAILAND ANIMATION & GAMING MARKET SIZE, BY SIMULATION, 2018-2030 (USD MILLION)
  • TABLE 360. THAILAND ANIMATION & GAMING MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 361. THAILAND ANIMATION & GAMING MARKET SIZE, BY ENTERPRISES, 201