• Global Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report
  • Asia-Pacific Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report
  • Europe Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report
  • Middle East & Arab Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report
  • Latin America Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report
  • Africa Animation, VFX and Video Games

    Strategies, Trends & Opportunities

    Report

Global Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 931, Figures: 268, Tables: 157

Single User License: US$ 8,000 | 2-5 Users License: US$ 16,000 | Enterprise License: US$ 24,000

Table of Contents Sample Pages

Global Animation & VFX

Strategies, Trends & Opportunities (2022-26)

Pages: 647, Figures: 170, Tables: 96

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Asia-Pacific Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 802, Figures: 325, Tables: 116

Single User License: US$ 8,000 | 2-5 Users License: US$ 16,000 | Enterprise License: US$ 24,000

Table of Contents Sample Pages

Asia-Pacific Animation & VFX

Strategies, Trends & Opportunities (2022-26)

Pages: 454, Figures: 242, Tables: 63

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Europe Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 808, Figures: 287, Tables: 159

Single User License: US$ 8,000 | 2-5 Users License: US$ 16,000 | Enterprise License: US$ 24,000

Table of Contents Sample Pages

Europe Animation & VFX

Strategies, Trends & Opportunities (2022-26)

Pages: 454, Figures: 209, Tables: 108

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Africa Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 413, Figures: 109, Tables: 61

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Middle East-Arab Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 447, Figures: 114, Tables: 69

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Latin America Animation, VFX & Video Games

Strategies, Trends & Opportunities (2022-26)

Pages: 472, Figures: 156, Tables: 76

Single User License: US$ 7,000 | 2-5 Users License: US$ 14,000 | Enterprise License: US$ 21,000

Table of Contents Sample Pages

Our Services

Market Analysis | Consulting | Databases | Advisory

Market Analysis

Digital Vector's strength is our highly skilled Animation, VFX & Games industry experts with deep industry knowledge.

Consulting

Our global consulting services include: Animation, VFX & Games Strategy Consulting, Animation Outsourcing Consulting, Vendor Evaluation, Support for RFPs, RFQs.

Animation Industry Databases

Our advisory services leverage our proprietary frameworks to create strategic recommendations which are targeted and highly customised.

Proprietary Methodologies

Our robust research methodology includes extensive primary research, supporting secondary research, advanced quantitative as well as qualitative analysis.

Customers

Global Customer base

Adobe | Alias | Aniboom | Anima | Appium | Arc Productions | Architeer Corporation | Astro | Autodesk | Babson College | Bain & Company | Bandai Visual | Blackstone | BMCV | Booz & Company | BOST Digital Entertainment | BNDES | Brown Bag Films | Cartoon One | China Research Institute | CloudPic | Concept Space | Corporacion de Cine | Cyber Group Studios | De Agostini | DGIST | DHX Media | Digital Dreams | Digital Minds | Double Crain | Edizioni Piemme | Eduk Group | Eisai Co. | Enterprise Ireland | ETRI | Excelsior Capital | Genentech | Government of Canada | Hitachi | Humanmedia | iDA | IE Singapore | Image Metrics | InnaLabs | Institute for Information Industry | Intel | International Christian University | Invitrogen | Istanbul Tikaret Odasi | KIPA | KOCCA | Korea Software Industry Promotion Agency | Larsen & Toubro Infotech | Malaysia Digital Economy Corporation | MDA | Micro Inks | Microsoft | Mindbranch | Mitsubishi Research Institute | Multimedia Development Corporation | National IT Promotion Agency | New Zealand Trade and Enterprise | NGL Pacific Limited | Nomura Research | NVIDIA | Pipeline Informatics | Prana Studios | Proexport | Reliance | Roland Berger | Rovio Entertainment | RTI | SAMG Animation | Sony BMG | Structure Consulting | Studio Baba | Tarsus Entertainment | Teknoloji | The Bakery | Toon Boom Animation | University of Michigan | University of Tokyo | VGTRK | Waswda University | Wonderlamp Industries | Wyeth | Xentrix Studios | Yique Studio

About Us

Animation Industry Experts

Digital Vector is the world's most authoritative source for Animation, VFX & Video Games Industry research. The industry research, in publication since 2003 is the primary source of reference for leading global business executives, government leaders, product managers, researchers, analysts, academia and consultants. The reesearch is the result of hundreds of man years of effort involving leading industry analysts with expertise across various aspects of the Animation, VFX & Games industry value chains. Digital Vector is the source for objective and actionable research to more than 700 plus global Fortune 1000 organizations in over 40 countries across various industry functions. Our research provides insights, information, advice and tools to achieve key priorities and enable the next wave of industry growth by empowering key decision makers to take the right decisions. Our research covers Animation, VFX and Video Games market across 60 plus countries, 6,000 plus Animation, VFX and Games studios and services companies as well as 200 plus animation and games software product companies. It is based on a rigorous research methodology, which includes extensive Primary Research supported by in-depth Secondary Research using Machine Learning based advanced quantitative and qualitative analysis. Inputs and insights from our extensive network of Animation, VFX and Video Games industry service provider and consumer stakeholders gives clients a holistic picture of supply and demand they can only get from Digital Vector. Our research offers insights, expert analysis and forecasts about the Animation, VFX & Games industry including value chain analysis, market sizing and forecasting, industry challenges, opportunities, strengths, business models, content demand market size, commercial models, cost structure analysis, talent supply and cost analysis, industry trend, segmentation, government policy analysis, competitive benchmarking, animation software product market analysis, industry eco-system analysis, company profiles, supplier analysis, distributor analysis and product launch strategies.


Clients use Digital Vector’s industry research to find answers to questions related to Animation, VFX & Video Games industry such as:

Emerging market opportunities, market growth factors, market size, growth forecasts, content volumes, demand and supply | Understand the fast-emerging market opportunities and segments and differentiate between them based on size and annual growth | Geography specific industry challenges, characteristics, opportunities and strengths | Risks of entering a new market and how to manage them | How is the market expected to evolve and what could be the future options? | Industry demography of key geographies and their industry landscape | Early identification of changing market conditions and their impact on key industry factors | Benchmark key government policy frameworks across various global markets | Make the right global partnership choices to make best use of support, subsidies and incentives | Strategies to adopt for multi-country content collaborations | Create, formulate and validate business plans towards making a product/service launch or make a buy decision | What are the key attributes of specific geographical markets and how are the expected to evolve? | Key metrics to measure the differentiators of the industry to succeed at local, regional and global scale | What technology and business model disruptions will impact the Animation, VFX and video games industry in the next 2-5 years | What kind of impact will they have | Evolving Audience Dynamics

Research Methodology

Machine Learning based Analysis

Our methodologies and analysis techniques process large volumes of structured and unstructured data into actionable insights and recommendations which empower our clients to take effective business decisions. Our global network of industry experts have deep expertise across various aspects of the Animation, VFX and Video Games industry value chain such as production, pre and post production, technology, machine learning, outsourcing, software products, financial modelling, content marketing, sales, merchandising, content supply chain, distribution channels, risk analysis, studio management, human resource, finance, legal and policy.

PRIMARY AND SECONDARY DATA

Primary data about the animation, VFX and video games industry are collected from animation and game studio managers, software product managers, directors, technology vendors, animators, game designers and developers, end users, academics, government officials, festival organisers, eSports organisers etc. Data is collected through periodic surveys and in-depth interviews (in-person, telephonic, email, video as well as chat based), with government officials, academics, and animation companies’ managers. These are structured, unstructured and focused interviews conducted in formal, informal as well as open ended settings. Other sources of data and information include focus group discussions, trade visits, webinars, product demonstrations, as well as direct observation. Secondary market research data sources include books and journals, annual reports, investment analyst reports, government policy notes, labour statistics, newspaper articles, census and statistical data, databases, trade, marketing and promotional literature, articles, surveys and other publications. The secondary market data is aided by Digital Vector’s sophisticated market analysis tools, real-time data collection and aggregation software, proprietary databases and framework.

MACHINE LEARNING BASED ANALYSIS

Digital Vector employs a wide range of research methods and employs multi-method analysis including quantitative, qualitative as well as network analysis. Our proprietary methodologies and analysis frameworks are powered by machine learning, natural language processing, quantitative modelling, trend analysis etc. Pattern recognition is adopted to analyse data from multiple sources to identify emerging patterns within markets, change parameters and simulate scenarios. Our five-year market forecasts are aimed to provide decision makers with a detailed understanding of the Animation, VFX and Video Games industry. The forecasts are based on machine learning models built on input parameters specific to the characteristics of a particular market or a segment. The industry model parameters and assumptions are powered by several data sources from primary and secondary research, our proprietary databases as well as real-time data from several industry and government sources.

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