封面
市場調查報告書
商品編碼
1800118

全球動畫市場:2025年至2030年的預測

Global Animation Market - Forecasts fom 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 145 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

預計動畫市場規模將從 2025 年的 4,280.84 億美元成長至 2030 年的 5,747.02 億美元,複合年成長率為 6.07%。

動畫市場涵蓋電視、電影、電子遊戲和串流媒體服務的動畫內容製作和發行。隨著數位媒體和先進動畫工具的普及,對高品質、視覺衝擊力強的內容的需求激增,市場正在不斷擴張。網路速度加快和裝置普及推動了數位格式的轉變,這使得隨選節目消費成為可能,並刺激了娛樂、遊戲、教育和廣告等領域的動畫應用。然而,盜版、專業技能人才短缺以及高昂的製作成本等挑戰可能會阻礙動畫市場的成長。

驅動程式

對動畫內容的需求不斷成長

動畫內容在從兒童到成人的受眾群體中日益流行,成為主要的成長要素。與真人電影相比,動畫製作成本更低,能夠以更少的資源實現創造性的敘事和獨特的視覺效果。串流媒體平台透過製作針對不同受眾群體的內容來擴大這一需求,從而推動市場成長。

遊戲產業的成長

全球遊戲產業的擴張為動畫市場提供了巨大的推動力。電子遊戲需要大量的角色、環境和視覺效果動畫,隨著遊戲複雜性的增加,對高品質動畫軟體的需求也不斷成長。遊戲開發者正在利用先進的工具來增強視覺吸引力和遊戲性,進一步推動市場成長。

數位媒體消費

在行動裝置和4G、5G等先進網路技術的推動下,數位媒體的轉型徹底改變了內容消費方式。為了抓住這一趨勢,負責人正在向數位媒體(包括動畫廣告)投入更多預算,推動了對創新動畫解決方案的需求。

目錄

第1章執行摘要

第2章市場概述

  • 市場概覽
  • 市場定義
  • 調查範圍
  • 市場區隔

第3章 經營狀況

  • 市場促進因素
  • 市場限制
  • 市場機會
  • 波特五力分析
  • 產業價值鏈分析
  • 政策法規
  • 策略建議

第4章 技術展望

第5章 全球動畫市場類型

  • 介紹
  • 2D動畫
  • 3D動畫
  • 動態圖像
  • 定格動畫
  • 其他

第6章 全球動畫市場(按組件)

  • 介紹
  • 軟體
  • 服務

第7章 全球動畫市場(按類型)

  • 介紹
  • 本地

第8章全球動畫市場(按最終用戶)

  • 介紹
  • 媒體與娛樂
  • 教育
  • 零售
  • 衛生保健
  • 製造業
  • 其他

第9章全球動畫市場(按地區)

  • 介紹
  • 北美洲
    • 按類型
    • 按組件
    • 按部署
    • 按最終用戶
    • 按國家
      • 美國
      • 加拿大
      • 墨西哥
  • 南美洲
    • 按類型
    • 按組件
    • 按部署
    • 按最終用戶
    • 按國家
      • 巴西
      • 阿根廷
      • 其他
  • 歐洲
    • 按類型
    • 按組件
    • 按部署
    • 按最終用戶
    • 按國家
      • 德國
      • 法國
      • 英國
      • 西班牙
      • 其他
  • 中東和非洲
    • 按類型
    • 按組件
    • 按部署
    • 按最終用戶
    • 按國家
      • 沙烏地阿拉伯
      • 阿拉伯聯合大公國
      • 其他
  • 亞太地區
    • 按類型
    • 按組件
    • 按部署
    • 按最終用戶
    • 按國家
      • 中國
      • 印度
      • 日本
      • 韓國
      • 印尼
      • 泰國
      • 台灣
      • 其他

第10章競爭格局及分析

  • 主要企業和策略分析
  • 市場佔有率分析
  • 合併、收購、協議和合作
  • 競爭對手儀表板

第11章:公司簡介

  • Canva
  • DWANGO Co., Ltd.
  • Synfig Studio
  • Toon Boom Animation Inc.(Integrated Media Company)
  • Adobe Inc.
  • Autodesk Inc.
  • iPi Soft LLC.
  • Clara.io(Exocortex Technologies Inc.)
  • Lost Marble LLC
  • Powtoon Ltd.

第12章 附錄

  • 貨幣
  • 先決條件
  • 基準年和預測年時間表
  • 相關人員的主要利益
  • 調查方法
  • 簡稱
簡介目錄
Product Code: KSI061610747

The global animation market is expected to grow at a CAGR of 6.07%, from an estimated market size of USD 428.084 billion in 2025 to USD 574.702 billion in 2030.

The animation market encompasses the creation and distribution of animated content for television, film, video games, and streaming services. The surge in demand for high-quality, visually compelling content fuels market expansion, supported by the proliferation of digital media and advanced animation tools. The shift toward digital formats, bolstered by faster internet speeds and widespread device availability, enables on-demand content consumption, driving adoption across entertainment, gaming, education, and advertising sectors. However, challenges such as piracy, a shortage of skilled professionals, and high production costs may hinder growth.

Growth Drivers

Rising Demand for Animated Content

The increasing popularity of animated content across diverse audiences, from children to adults, is a primary growth driver. Animation offers cost-effective production compared to live-action, requiring fewer resources while enabling creative storytelling and unique visuals. Streaming platforms have amplified this demand by producing content tailored to varied demographics, enhancing market growth.

Growth in the Gaming Industry

The global gaming industry's expansion significantly boosts the animation market. Video games require extensive animation for characters, environments, and visual effects, with rising complexity driving demand for high-quality animation software. Game developers leverage advanced tools to enhance visual appeal and gameplay, further fueling market growth.

Digital Media Consumption

The shift to digital media, supported by mobile devices and improved network technologies like 4G and 5G, has transformed content consumption. Marketers increasingly allocate budgets to digital media, including animated advertisements, to capitalize on this trend, driving demand for innovative animation solutions.

Market Segmentation

By Type

The market is segmented into traditional animation, 2D vector-based animation, 3D computer animation, motion graphics, and stop motion. The 3D computer animation segment is poised for robust growth, driven by technological advancements and its widespread use in films, gaming, and advertising. The affordability of advanced hardware has facilitated a shift to graphically intensive 3D processes, while 2D vector-based animation retains a significant share due to its accessibility and ease of use.

By Industry

Key industries include media and entertainment, education, retail, healthcare, and manufacturing. The education sector is a notable growth area, with animation enhancing learning through visual demonstrations, particularly for young students. Media and entertainment dominate due to the gaming industry's growth, while retail leverages animation for innovative marketing. Healthcare uses animation to visualize complex anatomical details, supporting medical education and training.

Geographical Outlook

North America leads the global animation market, driven by major studios like Walt Disney Animation Studios, Pixar, and DreamWorks, which innovate in animation techniques and storytelling. The region's large media and entertainment industry, representing a third of the global market per the International Trade Administration, fuels demand through targeted broadcasting and streaming content. The growing gaming and healthcare sectors further enhance market opportunities. Europe holds a significant share with its established media industry, while Asia Pacific is poised for rapid growth due to expanding TV channels, retail, and healthcare sectors in developing countries.

Key Benefits of this Report:

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, and other sub-segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decisions to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data from 2020 to 2024 & forecast data from 2025 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others.

Global Animation Market Segmentation

By Type

  • 2D Animation
  • 3D Animation
  • Motion Graphics
  • Stop Motion
  • Others

By Component

  • Software
  • Services

By Deployment

  • On-Premise
  • Cloud

By End-User

  • Media and Entertainment
  • Education
  • Retail
  • Healthcare
  • Manufacturing
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Taiwan
  • Thailand
  • Indonesia
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. GLOBAL ANIMATION MARKET BY TYPE

  • 5.1. Introduction
  • 5.2. 2D Animation
  • 5.3. 3D Animation
  • 5.4. Motion Graphics
  • 5.5. Stop Motion
  • 5.6. Others

6. GLOBAL ANIMATION MARKET BY COMPONENT

  • 6.1. Introduction
  • 6.2. Software
  • 6.3. Services

7. GLOBAL ANIMATION MARKET BY DEPLOYMENT

  • 7.1. Introduction
  • 7.2. On-Premise
  • 7.3. Cloud

8. GLOBAL ANIMATION MARKET BY END-USER

  • 8.1. Introduction
  • 8.2. Media and Entertainment
  • 8.3. Education
  • 8.4. Retail
  • 8.5. Healthcare
  • 8.6. Manufacturing
  • 8.7. Others

9. GLOBAL ANIMATION MARKET BY GEOGRAPHY

  • 9.1. Introduction
  • 9.2. North America
    • 9.2.1. By Type
    • 9.2.2. By Component
    • 9.2.3. By Deployment
    • 9.2.4. By End-User
    • 9.2.5. By Country
      • 9.2.5.1. USA
      • 9.2.5.2. Canada
      • 9.2.5.3. Mexico
  • 9.3. South America
    • 9.3.1. By Type
    • 9.3.2. By Component
    • 9.3.3. By Deployment
    • 9.3.4. By End-User
    • 9.3.5. By Country
      • 9.3.5.1. Brazil
      • 9.3.5.2. Argentina
      • 9.3.5.3. Others
  • 9.4. Europe
    • 9.4.1. By Type
    • 9.4.2. By Component
    • 9.4.3. By Deployment
    • 9.4.4. By End-User
    • 9.4.5. By Country
      • 9.4.5.1. Germany
      • 9.4.5.2. France
      • 9.4.5.3. United Kingdom
      • 9.4.5.4. Spain
      • 9.4.5.5. Others
  • 9.5. Middle East and Africa
    • 9.5.1. By Type
    • 9.5.2. By Component
    • 9.5.3. By Deployment
    • 9.5.4. By End-User
    • 9.5.5. By Country
      • 9.5.5.1. Saudi Arabia
      • 9.5.5.2. UAE
      • 9.5.5.3. Others
  • 9.6. Asia Pacific
    • 9.6.1. By Type
    • 9.6.2. By Component
    • 9.6.3. By Deployment
    • 9.6.4. By End-User
    • 9.6.5. By Country
      • 9.6.5.1. China
      • 9.6.5.2. India
      • 9.6.5.3. Japan
      • 9.6.5.4. South Korea
      • 9.6.5.5. Indonesia
      • 9.6.5.6. Thailand
      • 9.6.5.7. Taiwan
      • 9.6.5.8. Others

10. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 10.1. Major Players and Strategy Analysis
  • 10.2. Market Share Analysis
  • 10.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 10.4. Competitive Dashboard

11. COMPANY PROFILES

  • 11.1. Canva
  • 11.2. DWANGO Co., Ltd.
  • 11.3. Synfig Studio
  • 11.4. Toon Boom Animation Inc. (Integrated Media Company)
  • 11.5. Adobe Inc.
  • 11.6. Autodesk Inc.
  • 11.7. iPi Soft LLC.
  • 11.8. Clara.io (Exocortex Technologies Inc.)
  • 11.9. Lost Marble LLC
  • 11.10. Powtoon Ltd.

12. APPENDIX

  • 12.1. Currency
  • 12.2. Assumptions
  • 12.3. Base and Forecast Years Timeline
  • 12.4. Key Benefits for the Stakeholders
  • 12.5. Research Methodology
  • 12.6. Abbreviations