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MEDIA & ENTERTAINMENT

Global Animation Market - Industry Trends and Forecast to 2032

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​REPORT OVERVIEW

Global Animation Market, By Revenue Stream (OTT, Advertising, Sale of Tickets, and Others), Type (Stop Motion, Flipbook Animation, 2D Animation, and 3D Animation), Application (Entertainment & Gaming, Architecture & Construction, Education & Academics, Manufacturing, Healthcare & Life Sciences, Government & Defense, and Others), Component (Hardware, Software, Services, and Consulting), Deployment (On-premise and On-demand), Organization Size (Small and Medium-sized Enterprises (SMEs) and Large Enterprises), Region (North America, Europe, Asia-Pacific, South America, Middle East and Africa) – Industry Trends and Forecast to 2032.

Market Insights
The global animation market size is valued to be USD xx million in 2023 and is expected to reach USD xx million by 2032, and it is expected to register a CAGR of xx% over the forecast period 2024-2032.

Animation refers to the demand, supply, and exchange of animated content and related services within an economic system. This includes the production, distribution, and consumption of animated films, television shows, web series, video games, advertisements, and other forms of media that utilize animation as a primary or supporting element.

The respective global report analyses market trends, consumer behaviour and industry dynamics to guide towards entry into new markets with ease. Also, it assists in tailoring market specific and related products and services to meet the needs, preferences, and expectations of target audience by delving into their psychology. The report also specializes with comprehensive and extensive competitive analysis which offers useful insights into competitor strengths, weaknesses, opportunities, and threats. The respective report offers exclusive insights into the potential impact of disruptive developments and technologies that are expected to completely transform corporate operations. The context includes tailor-made research solutions to create a stronger footprint in their particular industries thereby offering dedicated customized solutions according to the client needs which helps in addressing unique business challenges with more simplified and efficient decision-making solutions.
Market Dynamics
DRIVERS
  • Streaming platforms expansion
  • IP expansion and franchise building
RESTRAINTS
  • Production costs and budget constraints
  • Intellectual property risks and content piracy
OPPORTUNITIES
  • Metaverse and virtual worlds
  • Advertising and branding
CHALLENGES
  • Changing consumer preferences
  • Intense competition

​SEGMENTATION

  • Revenue Stream
    • OTT
    • Advertising
    • Sale of Tickets
    • Others
  • Type
    • Stop Motion
    • Flipbook Animation
    • 2D Animation
    • 3D Animation
  • Application
    • Entertainment & Gaming
    • Architecture & Construction
    • Education & Academics
    • Manufacturing
      • Automotive
      • Electronics
      • Others
    • Healthcare & Life Sciences
    • Government & Defense
    • Others
  • Component
    • Hardware
    • Software
    • Services
    • Consulting
      • Support & Maintenance
      • Integration & Deployment
      • Education & Training
  • Deployment
    • On-premise
    • On-demand
  • Organization Size
    • Small and Medium-sized Enterprises (SMEs)
    • Large Enterprises
The respective global report is completely customizable specific to regions (North America, Europe, Asia-Pacific, South America, Middle East and Africa), countries, segments, and key players as per the client requirements.
REGIONAL SEGMENTATION
  • North America
    • U.S.
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Russia
    • The Netherlands
    • Belgium
    • Turkey
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Singapore
    • Malaysia
    • Australia
    • Thailand
    • Philippines
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Chile
    • Colombia
    • Rest of South America
  • Middle East and Africa
    • Kingdom of Saudi Arabia
    • South Africa
    • U.A.E.
    • Egypt
    • Rest of Middle East and Africa

​KEY MARKET PLAYERS

  • Warner Bros. Discovery, Inc
  • Sony Pictures Digital Productions Inc
  • DREAMWORKS ANIMATION
  • TOEI ANIMATION CO., LTD
  • Walt Disney Animation Studios
  • Paramount
  • NETFLIX
  • AARDMAN ANIMATIONS LTD
  • OLM, Inc
  • Madman Entertainment Pty. Ltd

​Table OF CONTENTS

  • SECTION 1 - INTRODUCTION
  • 1.1 Taxonomy
  • 1.2 Market Overview
  • 1.3 Currency and Limitations
  •   1.3.1 Currency
  •   1.3.2 Limitations
  • 1.4 Key Competitors

  • SECTION 2 - RESEARCH METHODOLOGY
  • 2.1 Research Approach
  • 2.2 Data Collection and Validation
  •   2.2.1 Secondary Research
  •   2.2.2 Primary Research
  • 2.3 Market Assessment
  •   2.3.1 Market Size Estimation
  •   2.3.2 Bottom-up Approach
  •   2.3.3 Top-down Approach
  •   2.3.4 Growth Forecast
  • 2.4 Market Study Assumptions
  • 2.5 Data Sources

  • SECTION 3 - EXECUTIVE SUMMARY
  • 3.1 Global Animation Market, by Revenue Stream
  • 3.2 Global Animation Market, by Type
  • 3.3 Global Animation Market, by Application
  • 3.4 Global Animation Market, by Component
  • 3.5 Global Animation Market, by Deployment
  • 3.6 Global Animation Market, by Organization Size
  • 3.7 Global Animation Market, by Geography
  • 3.8 Market Position Grid

  • SECTION 4 - PREMIUM INSIGHTS
  • 4.1 Regulatory Framework
  •   4.1.1 Standards
  •   4.1.2 Regulatory Landscape
  • 4.2 Value Chain Analysis
  • 4.3 Supply Chain Analysis
  • 4.4 COVID-19 Impact
  • 4.5 Russia-Ukraine War Impact
  • 4.6 PORTER's Five Force Analysis
  • 4.7 PESTLE Analysis
  • 4.8 SWOT Analysis
  • 4.9 Go to Market Strategy
  • 4.10 Opportunity Orbit
  • 4.11 Multivariate Modelling
  • 4.12 Pricing Analysis

  • SECTION 5 - MARKET DYNAMICS
  • 5.1 Trends
  •   5.1.1 Immersive experiences and Extended Reality (XR)
  •   5.1.2 Real-time animation and virtual production
  •   5.1.3 Trend 3
  • 5.2 Drivers
  •   5.2.1 Streaming platforms expansion
  •   5.2.2 IP expansion and franchise building
  •   5.2.3 Driver 3
  •   5.2.4 Driver 4
  • 5.3 Restraints
  •   5.3.1 Production costs and budget constraints
  •   5.3.2 Intellectual property risks and content piracy
  •   5.3.3 Restraint 3
  • 5.4 Opportunities
  •   5.4.1 Metaverse and virtual worlds
  •   5.4.2 Advertising and branding
  •   5.4.3 Opportunity 3
  •   5.4.4 Opportunity 4
  • 5.5 Challenges
  •   5.5.1 Changing consumer preferences
  •   5.5.2 Intense competition
  •   5.5.3 Challenge 3

  • SECTION 6 - GLOBAL ANIMATION MARKET, BY REVENUE STREAM
  • 6.1 Revenue Stream Summary
  • 6.2 Market Attractive Index
  • 6.3 Global Animation Market, by Revenue Stream (2019-2032)

  • SECTION 7 - GLOBAL ANIMATION MARKET, BY TYPE
  • 7.1 Type Summary
  • 7.2 Market Attractive Index
  • 7.3 Global Animation Market, by Type (2019-2032)

  • SECTION 8 - GLOBAL ANIMATION MARKET, BY APPLICATION
  • 8.1 Application Summary
  • 8.2 Market Attractive Index
  • 8.3 Global Animation Market, by Application (2019-2032)

  • SECTION 9 - GLOBAL ANIMATION MARKET, BY COMPONENT
  • 9.1 Component Summary
  • 9.2 Market Attractive Index
  • 9.3 Global Animation Market, by Component (2019-2032)

  • SECTION 10 - GLOBAL ANIMATION MARKET, BY DEPLOYMENT
  • 10.1 Deployment Summary
  • 10.2 Market Attractive Index
  • 10.3 Global Animation Market, by Deployment (2019-2032)

  • SECTION 11 - GLOBAL ANIMATION MARKET, BY ORGANIZATION SIZE
  • 11.1 Organization Size Summary
  • 11.2 Market Attractive Index
  • 11.3 Global Animation Market, by Organization Size (2019-2032)

  • SECTION 12 - GLOBAL ANIMATION MARKET, BY GEOGRAPHY
  • 12.1 Regional Summary
  • 12.2 Market Attractive Index
  • 12.3 Global Animation Market, by Geography (2019-2032)

  • SECTION 13 - NORTH AMERICA ANIMATION MARKET
  • 13.1 North America Summary
  • 13.2 Market Attractive Index
  • 13.3 North America Animation Market, by Revenue Stream (2019-2032)
  • 13.4 North America Animation Market, by Type (2019-2032)
  • 13.5 North America Animation Market, by Application (2019-2032)
  • 13.6 North America Animation Market, by Component (2019-2032)
  • 13.7 North America Animation Market, by Deployment (2019-2032)
  • 13.8 North America Animation Market, by Organization Size (2019-2032)
  • 13.9 North America Animation Market, by Country (2019-2032)
  •   13.9.1 U.S.
  •   13.9.2 Canada
  •   13.9.3 Mexico
  •   13.9.4 Rest of North America

  • SECTION 14 - EUROPE ANIMATION MARKET
  • 14.1 Europe Summary
  • 14.2 Market Attractive Index
  • 14.3 Europe Animation Market, by Revenue Stream (2019-2032)
  • 14.4 Europe Animation Market, by Type (2019-2032)
  • 14.5 Europe Animation Market, by Application (2019-2032)
  • 14.6 Europe Animation Market, by Component (2019-2032)
  • 14.7 Europe Animation Market, by Deployment (2019-2032)
  • 14.8 Europe Animation Market, by Organization Size (2019-2032)
  • 14.9 Europe Animation Market, by Country (2019-2032)
  •   14.9.1 Germany
  •   14.9.2 U.K.
  •   14.9.3 France
  •   14.9.4 Italy
  •   14.9.5 Spain
  •   14.9.6 Russia
  •   14.9.7 The Netherlands
  •   14.9.8 Belgium
  •   14.9.9 Turkey
  •   14.9.10 Rest of Europe

  • SECTION 15 - ASIA-PACIFIC ANIMATION MARKET
  • 15.1 Asia-Pacific Summary
  • 15.2 Market Attractive Index
  • 15.3 Asia-Pacific Animation Market, by Revenue Stream (2019-2032)
  • 15.4 Asia-Pacific Animation Market, by Type (2019-2032)
  • 15.5 Asia-Pacific Animation Market, by Application (2019-2032)
  • 15.6 Asia-Pacific Animation Market, by Component (2019-2032)
  • 15.7 Asia-Pacific Animation Market, by Deployment (2019-2032)
  • 15.8 Asia-Pacific Animation Market, by Organization Size (2019-2032)
  • 15.9 Asia-Pacific Animation Market, by Country (2019-2032)
  •   15.9.1 China
  •   15.9.2 India
  •   15.9.3 Japan
  •   15.9.4 South Korea
  •   15.9.5 Singapore
  •   15.9.6 Malaysia
  •   15.9.7 Australia
  •   15.9.8 Thailand
  •   15.9.9 Philippines
  •   15.9.10 Rest of Asia-Pacific

  • SECTION 16 - SOUTH AMERICA ANIMATION MARKET
  • 16.1 South America Summary
  • 16.2 Market Attractive Index
  • 16.3 South America Animation Market, by Revenue Stream (2019-2032)
  • 16.4 South America Animation Market, by Type (2019-2032)
  • 16.5 South America Animation Market, by Application (2019-2032)
  • 16.6 South America Animation Market, by Component (2019-2032)
  • 16.7 South America Animation Market, by Deployment (2019-2032)
  • 16.8 South America Animation Market, by Organization Size (2019-2032)
  • 16.9 South America Animation Market, by Country (2019-2032)
  •   16.9.1 Brazil
  •   16.9.2 Argentina
  •   16.9.3 Chile
  •   16.9.4 Colombia
  •   16.9.5 Rest of South America

  • SECTION 17 - MIDDLE EAST AND AFRICA ANIMATION MARKET
  • 17.1 Middle East and Africa Summary
  • 17.2 Market Attractive Index
  • 17.3 Middle East and Africa Animation Market, by Revenue Stream (2019-2032)
  • 17.4 Middle East and Africa Animation Market, by Type (2019-2032)
  • 17.5 Middle East and Africa Animation Market, by Application (2019-2032)
  • 17.6 Middle East and Africa Animation Market, by Component (2019-2032)
  • 17.7 Middle East and Africa Animation Market, by Deployment (2019-2032)
  • 17.8 Middle East and Africa Animation Market, by Organization Size (2019-2032)
  • 17.9 Middle East and Africa Animation Market, by Country (2019-2032)
  •   17.9.1 Kingdom of Saudi Arabia
  •   17.9.2 South Africa
  •   17.9.3 U.A.E.
  •   17.9.4 Egypt
  •   17.9.5 Rest of Middle East and Africa

  • SECTION 18 - COMPANY SHARE ANALYSIS
  • 18.1 Global Animation Market, Company Share Analysis
  • 18.2 North America Animation Market, Company Share Analysis
  • 18.3 Europe Animation Market, Company Share Analysis
  • 18.4 Asia-Pacific Animation Market, Company Share Analysis

  • SECTION 19 - COMPANY PROFILES
  • 19.1 Warner Bros. Discovery, Inc
  •   19.1.1 Company Snapshot
  •   19.1.2 Financial Overview
  •   19.1.3 Product Portfolio
  •   19.1.4 Recent Developments
  • 19.2 Sony Pictures Digital Productions Inc
  •   19.2.1 Company Snapshot
  •   19.2.2 Financial Overview
  •   19.2.3 Product Portfolio
  •   19.2.4 Recent Developments
  • 19.3 DREAMWORKS ANIMATION
  •   19.3.1 Company Snapshot
  •   19.3.2 Financial Overview
  •   19.3.3 Product Portfolio
  •   19.3.4 Recent Developments
  • 19.4 TOEI ANIMATION CO., LTD
  •   19.4.1 Company Snapshot
  •   19.4.2 Financial Overview
  •   19.4.3 Product Portfolio
  •   19.4.4 Recent Developments
  • 19.5 Walt Disney Animation Studios
  •   19.5.1 Company Snapshot
  •   19.5.2 Financial Overview
  •   19.5.3 Product Portfolio
  •   19.5.4 Recent Developments
  • 19.6 Paramount
  •   19.6.1 Company Snapshot
  •   19.6.2 Financial Overview
  •   19.6.3 Product Portfolio
  •   19.6.4 Recent Developments
  • 19.7 NETFLIX
  •   19.7.1 Company Snapshot
  •   19.7.2 Financial Overview
  •   19.7.3 Product Portfolio
  •   19.7.4 Recent Developments
  • 19.8 AARDMAN ANIMATIONS LTD
  •   19.8.1 Company Snapshot
  •   19.8.2 Financial Overview
  •   19.8.3 Product Portfolio
  •   19.8.4 Recent Developments
  • 19.9 OLM, Inc
  •   19.9.1 Company Snapshot
  •   19.9.2 Financial Overview
  •   19.9.3 Product Portfolio
  •   19.9.4 Recent Developments
  • 19.10 Madman Entertainment Pty. Ltd
  •   19.10.1 Company Snapshot
  •   19.10.2 Financial Overview
  •   19.10.3 Product Portfolio
  •   19.10.4 Recent Developments

  • SECTION 20 - RELATED REPORTS

  • SECTION 21 - DISCLAIMER

​RESEARCH METHODOLOGY

The research methodology employed in Uniprism Market Research involves four basic steps namely research and data collection, data pre-processing, modeling and forecasting, quality assurance and output.
RESEARCH AND DATA COLLECTION
A tripod model research technique is followed for research and data collection in which various approaches such as primary research, secondary research, and product mapping are considered.

Primary research basically involves the process of conducting personalized interviews with market related professionals of major market players, investors, distributors, vendors and many more.

The secondary research include data published by government, annual reports, press releases, investor presentations of companies, white papers, certified publications, annual manufacturing limit of the respective industries related to the market, production consumption analysis of certain products respective to the market and many more.

Below mention are few of the sources which we have considered while estimating the market size:
For instance,
  • Research articles published on Technium
  • Science and MDPI
  • Research publications by government approved associations and societies

Product mapping means the process of mapping the list of products that a key player contributes to the market as well as estimating the revenue of those products in order to define the Global Company share analysis of the respective Global Company in global, regional, and country level markets.
DATA PRE-PROCESSING

The term "data pre-processing" refers to the collection of procedures and methods used to clean, modify, and make ready for analysis the raw data gathered during research and data collection. The completion of this phase is necessary to guarantee that the data are reliable, consistent, and appropriate for statistical analysis and other data-driven tasks. The data pre-processing ensures that the information gathered from research and data collection is comparable and expressed in standard units, by the integration of missing data pointers and algorithmic approaches.

MODELING AND FORECASTING
The process of developing mathematical, statistical, or computational representations of real-world occurrences or relationships is known as modelling. These models are intended to replicate and explain market interactions, interdependence, and dynamics. These models are used by Uniprism Market Research to acquire a better knowledge of numerous market characteristics such as customer preferences, pricing elasticity, competition dynamics, and more. Depending on the individual study aims, many types of models are utilized, such as regression models, econometric models, decision tree models, and machine learning models.

Forecasting is the process of predicting future market conditions, trends, and occurrences using past data and models. Forecasting is used by Uniprism Market Research to estimate future sales, demand for products or services, market growth, and other important performance metrics. Forecasting accurately can assist organizations in making educated decisions about resource allocation, pricing, inventory management, and marketing tactics.

We create standardized bottom-up or top-down models that scale by leveraging data science and machine learning technology. All our market models consider the unique market characteristics of each country. Forecasting is based on major market indicators and a combination of traditional methodologies, such as exponential smoothing, time series analysis, regression analysis, and more modern techniques such as machine learning algorithms are all forecasting methodologies. The method chosen is determined on the nature of the data and the specific forecasting aims.
QUALITY ASSURANCE AND OUTPUT

Quality assurance and output involves the process of validation, adjustments, further publications of key market indicators. Extensive plausibility and consistency tests are performed on derived time series to ensure the high degree of quality of our market analysis. This quality assurance procedure also includes rigorous inspection, validation, and editing by an experienced management team to assure the dependability of the published data.

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