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Middle East-Arab Animation, VFX & Video Games: Strategies, Trends & Opportunities (2022-26)

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    Report

  • 447 Pages
  • January 2022
  • Region: Global
  • Digital Vector
  • ID: 5236611

The Middle Eastern and Arab Animation, VFX and Video Games industry has the potential to emerge as an engine of growth for the continent. The industry has been in existence for quite a long time, however on a small scale. This is changing with increasing global exposure and knowledge transfer and training from international animation and game studios. The industry is in a phase where we are seeing the emergence of several animation, VFX and gaming companies and animators working on attractive stories and content leveraging the continent’s large potential for stories.

The region has a handful of large animation studios as well as several small and medium-sized studios producing content tailored to local tastes. Supply of animation talent, which has historically been limited, is emerging with the support and intervention of several government and industry initiatives to develop and support animation through university courses and vocational training courses which provide theoretical and practical hands-on learning on Animation, VFX and Video Games. There are vast sections of the Middle East and Arab region where the potential for Animation, VFX & Video games has not yet been realized and calls for closer participation between government, industry and academia to catalyse the industry growth. The industry needs support in the form of training, funding, tax incentives, market reach, access to hardware and software, legal support to protect the content IP. access to global distribution and collaboration networks etc. Countries such as Egypt, Syria, Lebanon, Jordan, Saudi Arabia, Palestine, Turkey, Israel and Iran are emerging as key players in the region. However, the content producers in these countries have not been successful in the global distribution of their output. This current focus of the industry includes content for movies, television, games, augmented reality, virtual reality, advertising, web designs and industrial applications such as architecture, engineering, industrial design, healthcare, education, medicine, and the motor industry.

The demand for animation, VFX and video gaming has expanded with the increase in targeted broadcasting hours by cable and satellite TV, availability of low-cost internet access, penetration of mobile devices along with the growing popularity of streaming video. In addition, the demand for Animation and VFX content to power immersive experiences such as Augmented Reality and Virtual Reality is growing exponentially. The rapid advancement of technology has made animation, VFX & 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 more of animation, VFX and games production taking place in a globally distributed mode. Production work is becoming global with countries as well as regions offering tax incentives, subsidies, financial support, regional low labour costs etc. and companies are cutting costs by setting up facilities in such regions. Cloud computing is playing a key role in character rendering and modelling processes as cloud-based rendering of animation films is more effective and efficient as it reduces the time and cost compared to traditional rendering.


Emerging Trends in Animation, VFX & Video Games Industry

  • The combination of live action and animation will alter the form, as well as the content, of film animation
  • Animation is no longer a profession limited to animators with increasing participation from computer professionals, programmers, technicians etc
  • The evolution of visual effects (VFX), augmented reality (AR) and virtual reality (VR) technologies is dramatically changing both the creation and consumption of films, videos, games, and more
  • Augmented Reality and Virtual Reality adoption will drive the demand for animation content
  • Production work is moving around the world – tax incentives, regional low labor costs and subsidies put pressure on existing companies to reduce costs and set up facilities in tax advantaged or low-cost regions
  • Media consumption habits are changing rapidly, windows for film releases are narrowing, and follow-on markets are shifting from television, cable, DVD and rentals to streaming and digital downloads
  • fThe international film market in several emerging markets is growing quickly and creating new opportunities. Regulations in several countries limit imported animation content without a certain amount of local participation and studios are collaborating with local partners to produce content
  • Although 2D animation will survive, it will be largely in the form of hybrid 2D/3D animation. As well as reducing costs, using CGI for backgrounds allows for a more dynamic camera. The training offered to animators are biased in favor of CGI and so artists with traditional 2D skills are becoming harder to find
  • The changing viewing habits favour short productions as a form of entertainment. The viewing habits generally favor short-form content that can be turned out quickly and cheaply
  • Merchandise is already a major form of revenue generation for animated films and in future it could form a much larger share of revenues
  • Artificial Intelligence, machine learning & deep learning are being leveraged to drive hyper-personalisation for video games
  • Artificial Intelligence and Machine Learning based techniques are being used for in-game analytics, customer acquisition, retention, cross sell, churn, classify player behaviour etc
  • Micro-segmentation of fans is emerging as eSports leagues and tournament are consolidating various genres, platforms and viewing experiences by careful customer segmentation, targeting and positioning
  • In video games, predictive analytics can be used to forecast when a player will stop playing if a player will convert from a non-paying to a paying user, what types of items players will purchase, classify player behavior, etc
  • Cloud Gaming services which are growing at an exponential pace would 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 is allowing users to pay for access or download small quantities of digital content and is the key for online games market to grow

Table of Contents

Executive Summary


  • Impact of Covid-19 on Global Animation, VFX & Video Games
  • Impact of Covid-19 on Industry Value Chain

Global Animation & VFX Industry


  • History and Evolution
  • Industry Differentiators
  • Industry Characteristics
  • Animation Industry Supply Chain
  • Role of Technology
  • Merchandising Opportunities
  • Key Distribution Channels for Animation Content
  • Risks Faced by Animation Studios
  • Demand Drivers of Animation Industry
  • Drivers for Success
  • Animation Financial Models
  • Emerging Technological Platforms
  • Emerging Application Areas
  • Competitive Landscape of Animation Studios
  • Global Animation & VFX Market Size & Opportunity
  • Market Segmentation of Animation, VFX and Video Games
  • Global Animation Studios: Distribution and Capabilities

Animation & VFX Market Segments


  • Market Segmentation
  • 2D Animation
  • 3D Animation/Computer Generated Imagery (CGI)
  • Visual Effects (VFX)
  • Web Animation
  • Market Opportunity for 3D Animation/Computer Generated Imagery (CGI)
  • Producing CGI Animation
  • Advantages of CGI Animation
  • Disadvantages of CGI Animation
  • Influence of CGI on 2D Animation
  • Challenges for CGI Animation
  • Critical Success Factors for CGI Productions
  • Visual Effects (VFX)
  • VFX Industry Challenges & Opportunities
  • Stop Motion Animation
  • Motion Capture
  • 3D Animation Movies
  • Key Trends, Opportunities, Forecasts

Animation Streaming Video on Demand


  • Market Size
  • Netflix
  • Disney+
  • Hbo Max
  • Amazon Prime Video
  • Hulu
  • Apple Tv+
  • Peacock
  • Crunchyroll
  • Quibi

Emerging Trends & Future of Animation & VFX


  • Key Predictions for the Future

Global Television Animation Content Demand

Animation & VFX Software Market


  • Animation Software Market Segments
  • 2D Animation Software Market
  • Industry Overview
  • Animation Workflow Using 2D Animation Package
  • Analysis of Key 2D Animation Softwares
  • 3D Animation Software Market
  • Industry Overview
  • 3D Animation Software Market Segments
  • Free Animation Softwares
  • Plug-Ins to Products
  • Analysis of Key Players in 3D Animation & VFX Software Market
  • Analysis of Key 3D Animation & VFX Softwares
  • Japanese Anime Production Softwares
  • Prominence of 2D
  • Retas - Software for Anime Production
  • Manga Studio - Software for Manga Production
  • Proprietary 3D Softwares of Animation Studios
  • Collaboration Between Animation Studios and Software Firms

Animation & VFX Content Creation


  • Content Creation Workflow in 2D Animation
  • Conceptualization
  • Pre-Production
  • Production
  • Post-Production
  • Content Creation Lead Time Calculation in 2D Animation
  • Scanning and Filtering
  • Ink and Paint
  • Compositing and Dopesheet Preparation
  • Digital Processing in 2D Animation
  • Workflow Preceding Digital Processing
  • Content Creation Workflow in 3D Animation
  • Conceptualization
  • Pre-Production
  • Production
  • Post-Production
  • Parallel Activities
  • Timeline of a 3D Production Workflow
  • Animation Software Usage in 3D Production Workflow
  • Animation Production Management
  • Governance
  • Task Division and People Allocation
  • Technology
  • Cloud Computing in Animation & VFX Workflow

Audience Dynamics


  • Marketing Strategies for Animation Studios
  • Marketing Program
  • Online Presence
  • Profiling and Targeting the Right Audience
  • Distribution
  • Conferences,  Festivals & Events
  • Strategies for Successful Animation Films
  • Best Practices in Character Design
  • Lessons from Past Mistakes
  • Profile of a 3D Animation Studio: Disney Pixar
  • Disney Pixar’S Technological Advantage

Economics of Animation & VFX


  • Revenue Break-Up Across Distribution Channels
  • Marketing to Exhibition of Animation Content
  • Marketing
  • Licensing
  • Merchandising
  • Distribution
  • Exhibition
  • Economics of Animation Copyrights
  • Dynamics of Copyrights

Guidelines for Setting Up An Animation Studio


  • Investments Needed for Setting Up An Animation Studio
  • Specialized Hardware and Software Investments
  • Leveraging Cloud Computing for Competitive Advantage

Managing An Animation & Video Games Studio


  • Key Issues of Concern
  • Formulating the Long-Term Strategy

Animation Content Outsourcing


  • Offshore Computer Animation Production
  • Business and Revenue Models
  • Drivers

Global Video Games Industry


  • Key Trends in the Global Video Games Industry
  • Impact of Covid-19 on Global Video Games Industry
  • Industry Overview
  • Video Games Industry Structure
  • Changing Video Game Business Models
  • Online Video Gaming Business Models
  • Video Games Industry Value Chain
  • Mobile Games Industry Value Chain
  • Game Distribution Models
  • Key Opportunities & Strategies for Video Games Industry
  • Games Industry Competencies & Skills
  • Guidelines for a Games Studio Structure
  • Artificial Intelligence, Machine Learning & Deep Learning-Driven Hyper-Personalisation for Video Games
  • Machine Learning for In-Game Analytics, User Acquisition & Retention
  • Video Games Market Segments
  • Mobile Video Games Segments & Genres
  • Global Video Games Market Size & Opportunity
  • Cross Over Between Games and Movies
  • Cloud Gaming Market & Opportunities
  • Market Size, User Base, Advantages & Challenges
  • Key Cloud Gaming Service Providers
  • Cloud Gaming Market Opportunities and Predictions

Global eSports Market


  • Key Trends in the Global eSports Industry
  • eSports Industry Structure
  • Most Popular eSports Tournaments
  • eSports Business Models
  • eSports Industry Value Chain
  • Key Opportunities & Strategies for eSports Industry
  • Key eSports Industry Forecasts
  • Global eSports Market Size & Opportunity

Middle East Animation, VFX & Video Games


  • Emergence of the Middle Eastern Animation
  • Impact of Covid-19 on Middle East Animation, VFX & Video Games
  • Key Industry Trends
  • Local Content Creation
  • United Arab Emirates Animation, VFX & Video Games
  • United Arab Emirates Animation & VFX
  • Government Support
  • International Collaboration
  • Dubai’s First 3D Animated Feature Film

United Arab Emirates Video Games Market


  • Key Trends in the Video Games Industry in the Uae
  • United Arab Emirates Video Games Market Size & Opportunity

Saudi Arabia Animation, VFX & Video Games


  • Saudi Arabia Animation & VFX
  • Government Support
  • Strategies for Industry Growth
  • Saudi Arabia Video Games Market
  • Key Trends in the Video Games Industry in Saudi Arabia
  • Saudi Arabia’s Video Games Market Size & Opportunity

Egypt Animation VFX & Video Games


  • Egypt Animation & VFX
  • Impact of Covid-19 on Egyptian Animation, VFX & Video Games
  • Egypt’s First Animated Feature Film
  • Industry Drivers
  • Challenges
  • Industry Opportunities
  • Animation Studios in Egypt
  • Strategies for Animation Studios in Egypt
  • Egypt Video Games Market
  • Key Trends in the Video Games Industry in Egypt
  • Egypt Video Games Market Size & Opportunity

Morocco Animation VFX & Video Games


  • Morocco Animation & VFX
  • Animation Festivals and Communities
  • Industry Drivers
  • Challenges
  • Industry Opportunities
  • Morocco Video Games Market
  • Key Trends in the Video Games Industry in Morocco
  • Morocco Video Games Market Size & Opportunity

Algeria Animation VFX & Video Games


  • Algeria Animation & VFX
  • Industry Drivers
  • Challenges
  • Industry Opportunities
  • Algeria Video Games Market
  • Key Trends in the Video Games Industry in Algeria
  • Algeria Video Games Market Size & Opportunity

Israel Animation, VFX & Video Games Industry


  • Impact of Covid-19 on Israel’S Animation, VFX & Video Games
  • Current State of the Industry
  • Industry Trends & Drivers
  • Industry Challenges
  • Israel’s First Animated Feature Film
  • Statistics on Animation Studios in Israel
  • Animation Studios in Israel
  • Israel Video Games Industry
  • Online Video Gaming Business Models in Israel
  • Key Opportunities & Strategies for Israel’s Video Games Industry
  • Video Games Market Segments in Israel
  • Mobile Video Games Segments & Genres
  • Israel’s Video Games Market Size & Opportunity

Iran Animation, VFX & Video Games


  • Iran Animation & VFX
  • Impact of Covid-19 on Iran’s Animation, VFX & Video Games
  • Industry Drivers
  • Challenges
  • Industry Opportunities
  • Iran Video Games Market
  • Key Trends in the Video Games Industry in Iran
  • Iran Video Games Market Size & Opportunity

Turkey Animation, VFX & Video Games


  • Turkey’s Animation & VFX Industry
  • Impact of Covid-19 on Turkish Animation, VFX & Video Games
  • Animation Trends in Turkey
  • Animation Studios in Turkey
  • Animation Schools in Turkey
  • Government Support
  • Industry Challenges, Opportunities & Drivers
  • Strategies for Animation Studios in Turkey
  • Key Statistics About Animation Industry in Turkey
  • Video Games Industry in Turkey
  • Key Trends in the Turkish Video Games Industry
  • Video Game Business Models in Turkey
  • Online Video Gaming Business Models in Turkey
  • Key Opportunities & Strategies for Turkish Video Games Industry
  • Video Games Market Segments
  • Mobile Video Games Segments & Genres
  • Turkish Video Games Market Size & Opportunity

Samples

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Executive Summary

This publisher is the world's most authoritative source for Animation, VFX & Video Games Industry research. The industry research, in publication since the year 2003 is the primary source of reference for leading global business executives, government leaders, product managers, researchers, analysts, academia and consultants. The report 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 chain. This publisher is the source for objective and actionable research to more than 700 plus global Fortune 1000 organizations in more than 40 countries across various value chain and industry functions. 

Our research provides insights, information, advice and tools to achieve key priorities and enable the next wave of industry growth by enabling the key decision-makers to make the right decisions. The 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 rigorous research methodology, which includes extensive Primary Research supported by in-depth Secondary Research using 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 this publisher. 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 this publisher’s industry research to find answers to questions such as:

  • What are the emerging market opportunities, market growth factors, annual growth numbers, market size, growth forecasts, content volumes, demand and supply volumes?
  • Understand the fast-emerging market opportunities and segments and differentiate between them based on size and annual growth. 
  • What are the geography-specific industry challenges, characteristics, opportunities and strengths?
  • What are the 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 animation landscape
  • Early identification of changing market conditions and their impact on key industry factors
  • Benchmark key government policy frameworks across various global markets and make the right partnership choices to make the best use of support, subsidies and incentives.
  • What 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 they expected to evolve?
  • Key metrics to measure the differentiators of the industry to succeed at a 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?

Companies Mentioned

  • 100 Stones Interactive
  • 1000 Volt
  • 11Sheep
  • 20th Century Fox
  • 20th Century Fox Animation
  • 282Productions
  • 2GEN Studio
  • 2pm 
  • 35 MM Stüdyo 
  • 37 Interactive
  • 3Dimension
  • 4 Yüz Production 
  • 4K Media
  • 5 Minutes
  • 500Tech
  • 6 Waves
  • 99Games
  • 9You
  • Aardman Animation
  • ABIGAMES PTE. LTD
  • ABT  
  • Activision
  • Activision Blizzard
  • Activision Publishing, Inc.
  • Adisebaba 
  • Aeria
  • AFDA
  • Ajyal
  • al-Jazeera Childrens Channel
  • al-Majd
  • Alictus
  • Amblin
  • Ami Hanya
  • Anahtarkare Visual FX & Animation
  • Anibera 
  • Aniboom
  • Anima  
  • Anima Istanbul
  • Anima, Karekare Film Yapim A.S.
  • Animal Logic
  • Animanya 
  • Animasyon Cumhuriyeti 
  • Animatiks
  • Animatürk 
  • Animax 
  • AnimMate
  • Apaya
  • Apes in Space
  • Appbrain
  • Appfire
  • Apple
  • Applifier
  • Arch Vision
  • AreaOne
  • Argaman 
  • Arian Studio
  • Arik Boas Animation
  • Arkadium
  • Arkane
  • Art In Motion
  • Artech
  • Artix
  • Artlab Interactive
  • ArtNPars
  • Arzum Film Animasyon 
  • Assaf Sahar 
  • Astrum
  • Atari
  • Atari, Inc.
  • Atlantis Creative Studios
  • Atlus
  • Atom 
  • Atomic Cartoons
  • Atomic Visual Effects
  • Atum Studio
  • Atum Studio
  • Autodesk
  • Avalanche
  • Ayelet Sharon Design and Animation
  • Azur Interactive Games
  • Baba Entertainment
  • Babel
  • Babil Games
  • Bandai Namco
  • BANDAI NAMCO Entertainment Inc.
  • Baraem
  • Barajoun Entertainment
  • Basma
  • BBC Worldwide
  • Beach Bum Ltd
  • Behaviour
  • Ben Gigi
  • Bethesda
  • Bethesda Softworks
  • Bezalel School of the Arts
  • BHB Animation & Production
  • Big Ant
  • Big Fish
  • Big Fish Games
  • Big Huge Games
  • Big Idea Productions, Inc.
  • BigWorld
  • Biogaming
  • BioLudus
  • Blablabla Studios
  • Black Coco
  • Blackginger
  • Blend Studios
  • BlendStudio
  • blimeyVR Experiences
  • Blink Studios FZ LLC
  • Blitz
  • Blizzard
  • Blizzard Entertainment
  • Blue Sky Studios
  • Bluehole
  • BlueHouse
  • BlueSky Studios
  • Blurr Productions
  • Boaz Bareket Studios
  • Bones
  • Bonfire
  • Boston Media House
  • BRB Internacional
  • Bromelia Produçoes
  • Bugbox
  • Bungie
  • BV
  • Cairo Cartoon
  • Cairo Cartoon
  • Cairo Cartoon
  • Camel Games, Inc
  • Caner Kara
  • Capcom
  • Capcom Company
  • Capricia Productions
  • Cartoon Animasyon ve
  • Cartoon Network Arabic
  • Cartoon Network Enterprises
  • Cartoon-Ist Productions
  • CCP
  • CD Projekt
  • Céidot Game Studios
  • Century Game 
  • Changyou
  • Character Matters Animation Studio
  • Childish Things Ltd
  • Chill Fleet
  • Chomoka Studios
  • Cinematronics
  • Cineplus
  • City Interactive
  • Clay Comics
  • Climax
  • Clockwork Zoo
  • Codemasters
  • Coding Monkeys
  • COLOPL
  • Columbia Pictures
  • Com2uS Corp.
  • Come2Play
  • Compedia
  • Compugraf
  • Concept Interactive
  • Condor Cape Town
  • Cordoba
  • Cordoba Animation Studio
  • Core-Design Essence
  • Cosmogon Creations
  • CQ Gaming
  • Crazy Maple Studio, Inc.
  • Creasaur Entertainment Co.
  • Creative Kenya
  • Creative Vision
  • Crew 972
  • CritterPix
  • Crowdstar
  • Crytek
  • Crytek
  • Crytek
  • Cyber Agent
  • Darkworks
  • Deadline
  • Deemedya
  • Deep Silver / Koch
  • DeNa
  • DeNa ngmoco
  • Denis Sonin
  • Denki
  • Department 
  • Depth
  • DHGAMES
  • Dhruva
  • DHX Media
  • DIANDIAN INTERACTIVE 
  • Digiflame Productions
  • DigiGage
  • Digital Chocolate
  • Digital Domain
  • Digital Extremes
  • Digital Production Solutions
  • Digital Rim
  • Digital Shock
  • Digitoy Games
  • Disney
  • Disney Channel Middle East
  • Disney Feature
  • Disney Interactive Studios
  • Disney Pixar
  • Disney Playdom
  • Disney Toon Studios
  • DNA Productions
  • Double Down Interactive LLC
  • Double Duck
  • DoubleUGames
  • DPS
  • DPSI
  • Dr. D Studios, Warner Bros.
  • DragonPlus
  • DreamWorks
  • Düslerevi 
  • Düslerevi Çizgi Film Stüdyosu 
  • Düsyeri 
  • E-Junior
  • EA Sports
  • Eden
  • eeGeo
  • Egg Creative Production
  • Egypt Animation Studios
  • Egypt Animation Studios
  • Eidos
  • Electronic Arts
  • Elex Wireless
  • Elite Game Studio
  • Elite Media Kenya
  • Ella Cizgi Film
  • Entertainment One
  • Enzyme labs
  • Epic
  • Epic Games
  • Episode Interactive
  • Erhan Gezen
  • Esin Desen-Lale Ozgur
  • Eugen
  • Eurocom
  • EuropaCorp
  • Eutechnyx
  • Exient
  • Exodus Film Group
  • Eytan Rose Studio
  • Fablevision Studios
  • Facebook
  • Fakkr wal-'ab
  • Fathom Studios
  • Film Roman
  • Firecraft Studios Ltd.
  • Firefly Animation Studio
  • First Touch Games Ltd.
  • Fishlabs
  • FiveStar Games
  • FJORD
  • Flamingo 
  • Focus
  • Folimage
  • Fopspeen Moving Pictures
  • Foundation 9
  • Four Thirty Three
  • Fox
  • FoxNext Games, LLC
  • Free Radical
  • Free the Orange
  • Fremantle media
  • Frima
  • Frontier
  • Fuel
  • Full Moon Studios
  • Full Moon Studios
  • FullFat
  • Fun Games For Free
  • Funcom
  • FunPlus
  • Funtactix
  • Funtomic
  • Gala Networks
  • Game Art Studio
  • Game Design Solutions FZ LLC
  • Game Freak
  • Game Insight
  • Game Power
  • Game Show Network
  • Gamebasics BV
  • Gameberry Labs
  • GamEffective
  • Gameforge
  • Gameguru
  • Gameloft
  • Gameloft SE
  • Gamers First
  • Gamevil
  • Gameware
  • Gamigo
  • GARENA 
  • GARENA INTERNATIONAL
  • Gavra-Games
  • Gearbox
  • Giant
  • Giochi Preziosi Group
  • Glu
  • Glu Games Inc
  • Gmeloft
  • GMO GP, Inc.
  • Google
  • Gradient Effects
  • Grafi2000 
  • Gram Games
  • Gram Games
  • Gram Games
  • Gram Games Limited
  • Gravity
  • Gravity Post Production
  • Gree
  • GreenShpits
  • Grigon
  • Gulfstream Pictures
  • GungHo Entertainment
  • GungHo Online Entertainment
  • Habby
  • Hadar Nimetz
  • Hadi TV
  • Hanbit
  • HandsUP
  • Hanna Barbera
  • Harmonix
  • Hasbro
  • Hayali Animasyon 
  • Haylaz Prodüksiyon 
  • Highlander Productions
  • HIKER GAMES
  • Hive Studios
  • Hive Studios
  • Hodhod TV
  • Hologram Software
  • Homeboyz Entertainment
  • Hothead
  • Housemarque
  • Hueman Studios
  • Hungarian Games
  • Huuuge Games Sp. z o.o.
  • Huuuge Global Ltd.
  • IAF
  • Icarus
  • iCon Studio
  • iCon Studio
  • Iconix Brand Group
  • id Software
  • IGG
  • IGG.COM
  • iKraal New Media
  • Ilion Animation Studios
  • Ilyon Dynamics
  • Imagi Entertainment
  • Indiagames
  • Industrial Digital Arts Pictures
  • Industrial Light and Magic
  • Infiapps
  • Infinity Ward
  • Infogrames
  • Infosfer
  • Innogames
  • Insomniac
  • Insomniac Games
  • Intenium
  • Ion Storm
  • IPD  Post Production
  • IronSource
  • Irrational
  • ISF Studios 
  • ITV Studios Global Entertainment
  • iX Media
  • Jagex
  • Jam City, Inc.
  • Jawaker
  • JCS Group
  • Jelly Button 
  • Jelly Button Games
  • Jelly Button Games LTD
  • Jolt
  • Ka-Bum Animation Studio
  • Kabam
  • Kabam Games, Inc.
  • Kalypso
  • KamaGames
  • Karamesh TV
  • Keen
  • Keyframe
  • Kidult Motion Graphics Studio
  • King
  • KIXEYE
  • KLab
  • KLab Inc.
  • Klasky Csupo
  • Kodobur
  • Koe
  • Koei
  • Koff Animasyon 
  • Kojima
  • Konami
  • Kongregat
  • Koramgame
  • Kovan Multimedia
  • Kraken 
  • Kuju
  • Laika
  • Laika Entertainment
  • Lamagama Entertainment
  • Large Animal
  • Lego Group
  • Lexis Numerique
  • Lighthouse Visual Effects
  • Lilith Games
  • Lionhead
  • Lions Gate Films
  • Lisi Gopin
  • Little Black Dot
  • Long Tech Network
  • Lookandfeel
  • Losi Salem
  • LOTUM GmbH
  • Lovebomb Animation
  • Luc Besson
  • LucasArts
  • Lucky Boom Games
  • Ludia
  • Luma
  • Lung Animation
  • Luxoflux
  • m4e Group
  • Maara Animasyon 
  • Mac guff line
  • Macmedia
  • MadByte Games
  • Mainframe
  • Mainframe Entertainment
  • Maja Studio
  • Majesco
  • Makover Animation Studio
  • MASOMO LIMITED
  • Matrix Animation Studio
  • Matrix Animation Studio
  • Mattel
  • Mavi Baykus Animation
  • MBC3
  • ME2ZEN Limited
  • Mechanist
  • Mechanist Internet 
  • Media Vision
  • Melsoft Games
  • Metamoki Inc.
  • Microsoft
  • Microsoft Game Studios
  • Microsoft Studios
  • Midway Games
  • MildMania
  • MINA TECHNOLOGY 
  • Mind Candy
  • Mind Lab
  • MindArk
  • Minds Eye Creative
  • Miniclip
  • Miniclip.com
  • Mixi
  • Mobiiworld
  • Mobil Interaktif
  • Mobile Gaming Studios
  • Modern Wizards Studios
  • Mojang
  • Momentum & Canlandirma
  • Monolith
  • Moon Active
  • Moonton
  • Morgen
  • Motion Blur
  • Multimedya Stüdyolari 
  • My.com B.V.
  • MyTona
  • N Wave
  • N3TWORK Inc.
  • Namco Bandai
  • NAR
  • NaturalMotion
  • NaturalMotionGames
  • NaturalMotionGames 
  • NaturalMotionGames Ltd
  • Naughty Dog
  • NBC Universal
  • NCSoft
  • Nekki Limited
  • Nelvana Enterprises
  • Neon Cartoons Production
  • Neonga
  • Neople Nexon
  • Nephin
  • NetDragon
  • NetEase
  • Netmarble
  • Nevosoft
  • NewToy
  • Nexon
  • NEXON M Inc.
  • Next Level
  • Nexters Global LTD
  • Nexway
  • Ngendo
  • NHN
  • Niantic, Inc.
  • Nickelodeon
  • Nickelodeon Arabia
  • Nickelodeon Movies
  • Nickelodeon Studios
  • Nikitova
  • Nine Degrees East
  • Ninja Studio
  • Ninja Theory
  • Nintendo
  • Nitako
  • Nival
  • NOGA Communications
  • Nordcurrent
  • Nordeus
  • Nostrings
  • Nowhere Studios
  • NXN
  • Oberon
  • Olyadbg
  • OMGPop
  • ONEMT
  • ONESOFT
  • Onur Yeldan
  • ORF
  • Origin Systems
  • Outspark
  • P-kama
  • Pacific Data Images
  • Pacific-Interactive ltd
  • Pangolin
  • Panteon
  • PaperCut Studios
  • Parado
  • Paradox
  • Paradox Production
  • Paramount
  • Paramount Pictures
  • Pasin Animasyon 
  • Peak
  • Peak Games
  • Peak Games
  • Peak Games
  • PeopleFun, Inc.
  • Perfect World
  • Perpetual
  • Phantom EFX
  • Pinar Bektore
  • Pinka Games
  • Pitchi Poy Animation
  • Pixar
  • Pixelberry Studios
  • Pixelhunters FZ-LLC
  • Pixofun
  • PIXONIC
  • Pixonic Games LTD
  • Planet of the Apps
  • Plarium
  • Plarium Global Ltd
  • Plarium LLC
  • Platinum Games
  • Playcast
  • Playdemic
  • Playdots, Inc.
  • Playfish
  • Playful shark
  • Playgendary
  • Playground
  • Playmatix
  • PLAYNETA LIMITED
  • Playrix
  • Playrix Games
  • PlayScape
  • PlayStudios
  • Playtech
  • Playtika
  • Playtika LTD
  • Playtika Santa Monica, LLC
  • PLAYTIKA UK 
  • Playware
  • Pocket Gems, Inc.
  • Pointgrab
  • Pollen
  • Polygon Magic
  • Polyphony
  • Portakal Animasyon 
  • Prodigy vfx
  • Product Madness
  • Program Ace
  • Proper Games
  • Protel Studios
  • Pyramedia-itv
  • Quantic Dream
  • Radon labs
  • Rainbow
  • Rare
  • RealNetworks
  • Recoil
  • Red Pil
  • Red Rover International
  • Red Storm
  • Redemption Games
  • RedLynx
  • Reel FX Creative Studios
  • Rekoo
  • Relentless
  • Remedy
  • Renren
  • Reo-Tek
  • Resimli Filim Animasyon
  • Rhythm and Hues
  • Rimon Studio
  • Ripcord Games
  • Roblox Corporation
  • RobTop Games AB
  • Rockstar Games
  • Rockstar North
  • RockYou
  • Rollin Media
  • RORTOS SRL
  • Rotem Nahlieli
  • Rovio
  • Rovio Entertainment
  • Rovio Entertainment Oyj
  • Ruffian
  • Saban Brands
  • Samaka Studio
  • Sana TV
  • Sanrio
  • Sarbakan
  • Sat7 Kids Arabic
  • Scanline
  • SCEE
  • Sceptre Seven Interactive
  • Scientific Games Interactive
  • Scopely
  • Scott Cawthon
  • Seamonster
  • Secret Level
  • Sega
  • Semsem
  • Seriously
  • Shanda
  • Shin’en
  • Shy ghost games
  • Shy the Sun
  • Side-Kick games
  • Silicon Knights
  • Sina, 51
  • Sinefekt 
  • Sinefekt Post Production
  • Sirnare Creative Studio
  • Siyah Marti 
  • Slant Six
  • Slightly Mad
  • Smackdown
  • Small Giant Games
  • Smilegate
  • Snowball VFX
  • Sobee
  • Social Point
  • Sokar TV
  • Soleymar
  • Sony
  • Sony Animation
  • Sony Computer Entertainment
  • Sony Interactive 
  • Sony Online Entertainment
  • Sony Pictures
  • Sony Pictures Animation
  • Columbia Pictures
  • Sony Pictures Animation/Imageworks, Aardman Animation
  • Sony Pictures Consumer Products
  • Sony/SCEI
  • SouthPeak
  • Space Toon TV
  • Spacetime
  • Spartonix 
  • Special Gamez
  • Sphere Animation Studio
  • Spil
  • Splash Damage
  • Splitscreen
  • Square
  • Square Enix
  • Square Pictures
  • Storm8 Studios
  • Stormfront
  • Strawdog
  • Striker Entertainment
  • Studio 100 Group
  • Studio 40 C
  • Studio FatCat
  • Studio Ghibli
  • Stüdyosu 
  • Sulake
  • Sumo Digital Ltd
  • Suncrash
  • Sunrise Production
  • Super Lucky Games LLC
  • Supercell
  • Supermassive
  • Suspended Animation
  • Sweet Box
  • Tacticsoft
  • Tactile Games
  • Tag
  • Taito, Square Enix
  • Take Two
  • Take Two Interactive
  • Take Two Team Bondi
  • TaleWorlds Entertainment
  • Tametick
  • tap4fun
  • TAP4FUN (HONGKONG) LIMITED
  • TapOnIt
  • Technos Japan
  • Tecmo
  • Tecmo Koei
  • Ten Square Games
  • Tencent Games
  • Tencent Mobile International
  • The 3D Garage
  • The Animation Center
  • The Lego Group
  • The Pokémon Company Intl.
  • The Refinery
  • The Tetris Company
  • The Video Lab
  • The Walt Disney Company
  • The Weinstein Company
  • The Weinstein Company/Kanbar
  • the9
  • Themartist
  • THQ
  • Threels Entertainment Inc.
  • Timocco
  • TNT3d
  • Toei Animation
  • TOEI Animation Enterprises
  • Tomer Rubin
  • Toon53productions
  • ToonBox Entertainment
  • Tooneffects Animation Studios Tughan Arslan Ulkutay & Co.
  • Top Free Games
  • TOP GAMES INC.
  • Torus
  • Total-Viz ltd
  • Touchvision
  • TR Studio
  • TR Studio
  • Travian
  • Trigger Vision Studios
  • Triggerfish Animation
  • Trion
  • Trion Worlds
  • Tsunami Studio
  • Turbine
  • Tutorra
  • Twentieth Century Fox 
  • Type-Moon 
  • Ubisoft
  • Udo Games
  • Ultizen
  • Ulysses
  • Universal
  • Untame
  • Upopa Entertainment
  • UTV Ignition
  • Valkyrie
  • Valve
  • Valve Corporation
  • Vanguard Animation
  • Vicarious Visions
  • Vigil
  • Virtous
  • VIZOR APPS LTD.
  • Vostu, Nintendo, Sulake
  • Walt Disney Pictures
  • Wargaming Group
  • Warner Bros
  • Warner Bros. International 
  • Weinstein Company
  • Whiterabbit
  • Widescreen
  • Wild Brain
  • WildTangent
  • WINDAVIR
  • WingNut Films
  • WingNut Films, Paramount Pictures
  • Wizet Nexon
  • Wolfpack
  • Wonder People
  • Wooga
  • Woweez Games
  • Wuhan Bigebang Technology Co.
  • Xilam Films
  • Yager
  • Yepi
  • Yingele
  • Yogurt Technologies
  • YOTTA GAMES LIMITED
  • YottaGames
  • Yoyo Film 
  • Yuke
  • Zahiri Animasyon 
  • Zipper
  • Zloofa

Methodology

Methodology

The methodologies and analysis techniques process large volumes of structured and unstructured data into actionable insights and recommendations which empower our clients to make effective business decisions. The 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 the publisher's sophisticated market analysis tools, real-time data collection, and aggregation software, proprietary databases, and framework.

Machine Learning-Based Analysis

The publisher 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.  

The 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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