Global Animation, VFX & Video Games Market Research Report: Strategies, Trends & Opportunities (2022-2026) – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–That “Global Animation, VFX, and Video Game Industries: Strategies, Trends, and Opportunities (2022-2026)” Report has been added ResearchAndMarkets.com Offer.

Consumers worldwide are showing a growing appetite for immersive, high-definition visual experiences. Moviegoers are demanding high-quality productions with pleasing visual effects and realistic animations, and studios are incorporating more animations and VFX shots into films. Consumers are consuming more immersive content across channels ranging from ultra-high definition televisions, tablets and smartphones to head-worn devices. Animation, VFX and gaming content is consumed not only on Netflix, Amazon, Hulu and Twitch, but also on YouTube, Twitter and Facebook.

With increasing internet penetration and access to multimedia devices, consumers are spending more time streaming digital content. Streaming video is the fastest growing animation distribution channel, growing at double-digit rates and expected to continue. This growth is attributed to the exponential growth in the number of viewers of online videos around the world.

Demand for animation, VFX, and video games has increased with the increase in cable and satellite television targeted airtime, the availability of low-cost Internet access, the proliferation of mobile devices, and the growing popularity of streaming video. Additionally, the demand for animation and VFX content for immersive experiences like augmented reality and virtual reality is growing exponentially.

Rapid advances in technology have made animation, VFX and games available to the masses and this industry has become one of the fastest growing segments in the global media and entertainment market. We are increasingly seeing animation, VFX and game production taking place in a globally distributed mode. Manufacturing work is becoming more global, with both countries and regions offering tax incentives, subsidies, financial support, regionally low labor costs, etc., and companies save costs by setting up facilities in such regions. Cloud computing plays a key role in character rendering and modeling processes as cloud-based animation film rendering is more effective and efficient as it reduces time and cost compared to traditional rendering.

Cloud gaming services, which are growing exponentially, need the right pricing model to both drive adoption and generate sufficient returns for platforms and publishers. The availability of low-cost micro-payment systems allows users to pay to access or download small amounts of digital content and is key to the growth of the online gaming market. Techniques based on artificial intelligence and machine learning are used for in-game analytics, customer acquisition, customer retention, cross-selling, churn, player behavior classification, etc.

New trends in the animation, VFX and video game industry

  • The combination of live action and animation will transform both the form and content of the film’s animation.

  • Animation is no longer a profession limited to animators, with increasing involvement of computer professionals, programmers, technicians, etc.

  • The development of VFX, AR and VR technologies is dramatically changing both the creation and consumption of films, videos, games and more.

  • The advent of augmented reality and virtual reality will drive demand for animation content.

  • Manufacturing work is shifting around the world—tax incentives, regionally low labor costs, and subsidies pressure existing companies to cut costs and locate plants in tax-advantaged or low-wage regions.

  • Media consumption habits are changing rapidly, film release windows are shrinking and aftermarkets are shifting from television, cable, DVD and rental to streaming and digital downloads.

  • The international film market in several emerging countries is growing rapidly and creating new opportunities. Regulations in several countries limit imported animation content without some degree of local involvement, and studios are working with local partners to produce content.

  • Although 2D animation will survive, most of it will be in the form of hybrid 2D/3D animation. In addition to reducing costs, using CGI for backgrounds allows for a more dynamic camera. The training supply for animators is biased in favor of CGI, making it increasingly difficult to find artists with traditional 2D skills.

  • Changing viewing habits favor short productions as a form of entertainment. Viewing habits generally favor short content that can be produced quickly and cheaply.

  • Merchandise is already an important form of revenue generation for animated films and could account for a much larger share of revenue in the future.

  • Artificial intelligence, machine learning and deep learning are being used to drive the hyper-personalization of video games.

  • Techniques based on artificial intelligence and machine learning are used for in-game analytics, customer acquisition, customer retention, cross-selling, churn, player behavior classification, etc.

  • Fan micro-segmentation emerges as esports leagues and tournaments consolidate diverse genres, platforms, and viewing experiences through careful customer segmentation, targeting, and positioning.

  • In video games, predictive analytics can be used to predict when a player will stop playing, whether a player will go from a non-paying to a paying user, what types of items players will buy, classify player behavior, etc.

  • Cloud gaming services, which are growing exponentially, need the right pricing model to both drive adoption and generate sufficient returns for platforms and publishers.

  • The availability of low-cost micro-payment systems allows users to pay to access or download small amounts of digital content and is key to the growth of the online gaming market.

For more information about this report, see https://www.researchandmarkets.com/r/robwy5

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