Global Visual Effects (VFX) Market Insights, Growth, Share, Size: By Type, By End-Use, By Region & Segmental Forecasts, 2023-2031, Comparative Analysis and Trends
Global Visual Effects (VFX) Market Insights, Growth, Share, Size: By Type, By End-Use, By Region & Segmental Forecasts, 2023-2031, Comparative Analysis and Trends
Visual Effects (VFX) refer to the manipulation and enhancement of visual elements in film, television, advertising, gaming, and other forms of media to create realistic and fantastical illusions. VFX encompass a wide range of techniques, including computer-generated imagery (CGI), green screen compositing, motion capture, and special effects, all aimed at enhancing the visual storytelling experience. Visual Effects (VFX) have evolved from early practical effects in the 1900s to a digital revolution in the 1980s and mainstream integration in the 2000s. The 2010s saw globalization and collaboration, with a surge in international VFX work. The future points towards augmented reality, virtual production, and continued technological advancements, solidifying visual effects (VFX) market pivotal role in global storytelling.
The global visual effects (VFX) market has experienced robust growth, driven by the increasing demand for high-quality visual content across film, television, gaming, and advertising. With a compound annual growth rate (CAGR) exceeding industry expectations, the market is poised for sustained expansion.
Market Dynamics: Global Visual Effects (VFX) Market
- Technological Advancements: The visual effects (VFX) market is heavily influenced by technological innovations, with advancements such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) reshaping the landscape. Cutting-edge software tools and hardware capabilities have empowered VFX artists to create more realistic and breathtaking visual elements. For example, widely used in the visual effects (VFX) market, Autodesk Maya offers a comprehensive suite of tools for 3D modeling, animation, and rendering. It is employed by major studios for creating lifelike characters and environments. According to data gathered, 74% of surveyed professionals indicated an increase in the use of real-time rendering in their projects. This signifies a shift towards more interactive and iterative workflows empowered by cutting-edge software and hardware.
- Rising Demand in Entertainment: The entertainment industry's insatiable appetite for high-quality visual content has propelled the demand for VFX services. Hollywood has long been synonymous with large-scale productions that leverage cutting-edge VFX to create immersive and visually stunning experiences. For example, Weta Digital, based in New Zealand has worked on films like "Avatar" and "The Lord of the Rings" trilogy, which has showcased their expertise in delivering breathtaking visual effects that contribute significantly to the success of these blockbusters.
- Globalization of Production: The globalization of film and television production has expanded the visual effects (VFX) market services. Studios now collaborate with VFX companies worldwide to access diverse talent pools and benefit from cost-effective solutions, leading to a more interconnected and competitive market.
- Rise in Steaming Platforms: The rise of streaming platforms, such as Netflix, Amazon Prime Video, and Disney+, has further fuelled the demand for high-quality visual content. Original series and films produced for these platforms often feature intricate VFX to compete for audience attention in a crowded digital landscape. Companies like Framestore have made notable contributions to streaming content. Their work on the Netflix series "Stranger Things" involves creating otherworldly visual effects that contribute to the show's unique and captivating atmosphere.
Global Visual Effects (VFX) Market Revenue & Forecast, (US$ Million), 2015 – 2031
The filmmaking and visual effects (VFX) market is a dynamic and thriving industry that plays a pivotal role in the entertainment landscape, accounted for a significant market share in 2022 in the visual effects (VFX) market. As technology advances, filmmakers increasingly rely on cutting-edge visual effects to push creative boundaries, deliver immersive experiences, and bring fantastical elements to the big screen. This synergy has led to the continual growth of the global visual effects market, with filmmaking serving as a primary driving force.
Major film productions, spanning from Hollywood blockbusters to international releases, allocate significant budgets for VFX to enhance storytelling and captivate audiences. Examples of this integration can be seen in films like "Avatar," where groundbreaking visual effects were pivotal in creating the lush and alien landscapes of Pandora. Marvel Cinematic Universe (MCU) films, such as "Avengers: Endgame," showcase the seamless fusion of live-action and computer-generated elements, elevating superhero narratives to unprecedented levels. For example, The U.S. visual effects (VFX) market, including companies in California and other states, has been a key player in providing VFX services for both domestic and international productions. On the other hand, Bollywood, the Indian film industry, has seen a rise in the use of visual effects in its productions. Indian VFX studios have gained recognition for their work in international films and television shows.
North America leads in adopting cutting-edge technologies in the visual effects (VFX) market. Studios invest in advanced software tools, real-time rendering technologies, and high-performance hardware to maintain a competitive edge. The United States is a major hub for the global as well as the North America visual effects (VFX) market, with Hollywood serving as a central epicenter for film production and visual effects work. The U.S. visual effects (VFX) market has consistently shown growth, driven by the demand for high-quality visual content in the entertainment industry. According to data gathered by Absolute Markets Insights through primaries, the visual effects (VFX) market size in the United States crossed the mark of $11.29 billion in 2022. Real-time rendering, GPU acceleration, and AI integration are notable trends in the U.S. visual effects (VFX) market, enhancing the efficiency and quality of visual effects production. Additionally, The COVID-19 pandemic has further accelerated the adoption of remote work solutions in the visual effects (VFX) market. Studios in North America have embraced technologies that facilitate collaborative workflows across distributed teams.
Asia Pacific region, including countries like India, China, South Korea, and Japan, has witnessed remarkable growth in the entertainment and media sector. The increasing production of films, television shows, and streaming content has led to a higher demand for VFX services to enhance visual storytelling. The success of Asian films on the global stage has contributed to the growth of the visual effects (VFX) market in the region. Countries like India, China, and South Korea are producing high-budget films with intricate visual effects, showcasing the capabilities of local VFX studios. In addition, Asian VFX studios are increasingly collaborating with international productions. Hollywood studios, in particular, are outsourcing VFX work to studios in the Asia Pacific region due to the combination of technical expertise and cost-effectiveness. The region's emphasis on technological advancements, global collaborations, and diverse storytelling positions Asian VFX studios as influential players in the evolving landscape of visual effects.
China has emerged as a major player in the global visual effects (VFX) market. The country's booming film industry, combined with significant investments in technology, has contributed to the growth of its visual effects (VFX) market. Companies like BaseFX, More VFX, and Dexter Studios have played key roles in the Chinese VFX industry. Domestic studios collaborate with international productions, expanding their global influence. Similarly, South Korea has gained prominence in the Asian VFX landscape. The country's film industry, known for its storytelling and technical prowess, contributes to the demand for high-quality visual effects.
Competitive Landscape
The global visual effects (VFX) market is characterized by intense competition among studios that are continually pushing the boundaries of technology and creativity. Established players, as well as emerging studios, contribute to the vibrant and evolving landscape of visual effects in various entertainment sectors. The competitive landscape is influenced by technological advancements, global collaborations, and a commitment to delivering innovative and visually stunning content. Few of the key competitors operating in the global visual effects (VFX) market are mentioned below:
- Animal Logic
- BaseFX
- Blur Studio
- Cinesite
- Digital Domain Holdings Ltd.
- DNEG (Double Negative)
- Framestore
- Hybride Technologies
- Industrial Light & Magic (ILM)
- Luma Pictures
- Method Studios
- Mikros MPC
- MPC (Moving Picture Company)
- Pixomondo
- Rhythm & Hues Studios
- Scanline VFX
- Sony Pictures Imageworks
- The Mill
- Trixter
- Technicolour SA
- Weta Digital
- Other Industry Participants
Global Visual Effects (VFX) Market
By Type
- Computer-generated imagery (CGI)
- Compositing
- Motion Capture
- Matte Painting
- Simulation FX
- Others
By End-Use
- Film Making and TV
- Gaming and Sports
- Marketing and Advertising
- Education and Training
- Others
By Region
- North America (U.S., Canada, Mexico, Rest of North America)
- Europe (France, The UK, Spain, Germany, Italy, Nordic Countries (Denmark, Finland, Iceland, Sweden, Norway), Benelux Union (Belgium, The Netherlands, Luxembourg), Rest of Europe)
- Asia Pacific (China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Rest of Southeast Asia), Rest of Asia Pacific)
- Middle East & Africa (Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa)
- Latin America (Brazil, Argentina, Rest of Latin America)
Table of Contents
Market Scope
1.1. Market
Segmentation
1.2. Years
Considered
1.2.1. Historic
Years: 2015 - 2021
1.2.2. Base
Year: 2022
1.2.3. Forecast
Years: 2023 – 2031
2. Key Target Audiences
3. Research Methodology
3.1. Primary
Research
3.1.1. Research
Questionnaire
3.1.2. Global
Percentage Breakdown
3.1.3. Primary
Interviews: Key Opinion Leaders (KOLs)
3.2. Secondary
Research
3.2.1. Paid
Databases
3.2.2. Secondary
Sources
3.3. Market
Size Estimates
3.3.1. Top-Down
Approach
3.3.2. Bottom-Up
Approach
3.4. Data
Triangulation Methodology
3.5. Research
Assumptions
4. Recommendations and Insights from AMI’s Perspective**
5. Holistic Overview of Visual Effects (VFX) Market
6. Market Synopsis: Visual
Effects (VFX) Market
7. Visual Effects (VFX) Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product
Definition
7.1.2. Industry
Development
7.2. Market
Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.2.4. Challenges
7.3. Trends in Visual
Effects (VFX) Market
7.4. Market
Determinants Radar Chart
7.5. Macro-Economic
and Micro-Economic Indicators: Visual Effects (VFX) Market
7.6. Porter’s
Five Force Analysis
7.7. Impact of
Covid-19 on Visual Effects (VFX) Market
7.8. PESTEL
Analysis
8. Global Visual Effects (VFX) Market Analysis and Forecasts, 2023
- 2031
8.1. Overview
8.1.1. Global Visual
Effects (VFX) Market Revenue (US$ Mn)
8.2. Global Visual
Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Type
8.2.1. Computer-generated
imagery (CGI)
8.2.1.1. Definition
8.2.1.2. Market Estimation and Penetration, 2015 - 2022
8.2.1.3. Market Forecast, 2023 - 2031
8.2.1.4. Compound Annual Growth Rate (CAGR)
8.2.1.5. Regional Bifurcation
8.2.1.5.1. North America
8.2.1.5.1.1. Market Estimation, 2015 - 2022
8.2.1.5.1.2. Market Forecast, 2023 - 2031
8.2.1.5.2. Europe
8.2.1.5.2.1. Market Estimation, 2015 - 2022
8.2.1.5.2.2. Market Forecast, 2023 - 2031
8.2.1.5.3. Asia Pacific
8.2.1.5.3.1. Market Estimation, 2015 - 2022
8.2.1.5.3.2. Market Forecast, 2023 - 2031
8.2.1.5.4. Middle East and Africa
8.2.1.5.4.1. Market Estimation, 2015 - 2022
8.2.1.5.4.2. Market Forecast, 2023 - 2031
8.2.1.5.5. Latin America
8.2.1.5.5.1. Market Estimation, 2015 - 2022
8.2.1.5.5.2. Market Forecast, 2023 - 2031
8.2.2. Compositing
8.2.2.1. Definition
8.2.2.2. Market Estimation and Penetration, 2015 - 2022
8.2.2.3. Market Forecast, 2023 - 2031
8.2.2.4. Compound Annual Growth Rate (CAGR)
8.2.2.5. Regional Bifurcation
8.2.2.5.1. North America
8.2.2.5.1.1. Market Estimation, 2015 - 2022
8.2.2.5.1.2. Market Forecast, 2023 - 2031
8.2.2.5.2. Europe
8.2.2.5.2.1. Market Estimation, 2015 - 2022
8.2.2.5.2.2. Market Forecast, 2023 - 2031
8.2.2.5.3. Asia Pacific
8.2.2.5.3.1. Market Estimation, 2015 - 2022
8.2.2.5.3.2. Market Forecast, 2023 - 2031
8.2.2.5.4. Middle East and Africa
8.2.2.5.4.1. Market Estimation, 2015 - 2022
8.2.2.5.4.2. Market Forecast, 2023 - 2031
8.2.2.5.5. Latin America
8.2.2.5.5.1. Market Estimation, 2015 - 2022
8.2.2.5.5.2. Market Forecast, 2023 - 2031
8.2.3. Motion
Capture
8.2.3.1. Definition
8.2.3.2. Market Estimation and Penetration, 2015 - 2022
8.2.3.3. Market Forecast, 2023 - 2031
8.2.3.4. Compound Annual Growth Rate (CAGR)
8.2.3.5. Regional Bifurcation
8.2.3.5.1. North America
8.2.3.5.1.1. Market Estimation, 2015 - 2022
8.2.3.5.1.2. Market Forecast, 2023 - 2031
8.2.3.5.2. Europe
8.2.3.5.2.1. Market Estimation, 2015 - 2022
8.2.3.5.2.2. Market Forecast, 2023 - 2031
8.2.3.5.3. Asia Pacific
8.2.3.5.3.1. Market Estimation, 2015 - 2022
8.2.3.5.3.2. Market Forecast, 2023 - 2031
8.2.3.5.4. Middle East and Africa
8.2.3.5.4.1. Market Estimation, 2015 - 2022
8.2.3.5.4.2. Market Forecast, 2023 - 2031
8.2.3.5.5. Latin America
8.2.3.5.5.1. Market Estimation, 2015 - 2022
8.2.3.5.5.2. Market Forecast, 2023 - 2031
8.2.4. Matte
Painting
8.2.4.1. Definition
8.2.4.2. Market Estimation and Penetration, 2015 - 2022
8.2.4.3. Market Forecast, 2023 - 2031
8.2.4.4. Compound Annual Growth Rate (CAGR)
8.2.4.5. Regional Bifurcation
8.2.4.5.1. North America
8.2.4.5.1.1. Market Estimation, 2015 - 2022
8.2.4.5.1.2. Market Forecast, 2023 - 2031
8.2.4.5.2. Europe
8.2.4.5.2.1. Market Estimation, 2015 - 2022
8.2.4.5.2.2. Market Forecast, 2023 - 2031
8.2.4.5.3. Asia Pacific
8.2.4.5.3.1. Market Estimation, 2015 - 2022
8.2.4.5.3.2. Market Forecast, 2023 - 2031
8.2.4.5.4. Middle East and Africa
8.2.4.5.4.1. Market Estimation, 2015 - 2022
8.2.4.5.4.2. Market Forecast, 2023 - 2031
8.2.4.5.5. Latin America
8.2.4.5.5.1. Market Estimation, 2015 - 2022
8.2.4.5.5.2. Market Forecast, 2023 - 2031
8.2.5. Simulation
FX
8.2.5.1. Definition
8.2.5.2. Market Estimation and Penetration, 2015 - 2022
8.2.5.3. Market Forecast, 2023 - 2031
8.2.5.4. Compound Annual Growth Rate (CAGR)
8.2.5.5. Regional Bifurcation
8.2.5.5.1. North America
8.2.5.5.1.1. Market Estimation, 2015 - 2022
8.2.5.5.1.2. Market Forecast, 2023 - 2031
8.2.5.5.2. Europe
8.2.5.5.2.1. Market Estimation, 2015 - 2022
8.2.5.5.2.2. Market Forecast, 2023 - 2031
8.2.5.5.3. Asia Pacific
8.2.5.5.3.1. Market Estimation, 2015 - 2022
8.2.5.5.3.2. Market Forecast, 2023 - 2031
8.2.5.5.4. Middle East and Africa
8.2.5.5.4.1. Market Estimation, 2015 - 2022
8.2.5.5.4.2. Market Forecast, 2023 - 2031
8.2.5.5.5. Latin America
8.2.5.5.5.1. Market Estimation, 2015 - 2022
8.2.5.5.5.2. Market Forecast, 2023 - 2031
8.2.6. Others
8.2.6.1. Definition
8.2.6.2. Market Estimation and Penetration, 2015 - 2022
8.2.6.3. Market Forecast, 2023 - 2031
8.2.6.4. Compound Annual Growth Rate (CAGR)
8.2.6.5. Regional Bifurcation
8.2.6.5.1. North America
8.2.6.5.1.1. Market Estimation, 2015 - 2022
8.2.6.5.1.2. Market Forecast, 2023 - 2031
8.2.6.5.2. Europe
8.2.6.5.2.1. Market Estimation, 2015 - 2022
8.2.6.5.2.2. Market Forecast, 2023 - 2031
8.2.6.5.3. Asia Pacific
8.2.6.5.3.1. Market Estimation, 2015 - 2022
8.2.6.5.3.2. Market Forecast, 2023 - 2031
8.2.6.5.4. Middle East and Africa
8.2.6.5.4.1. Market Estimation, 2015 - 2022
8.2.6.5.4.2. Market Forecast, 2023 - 2031
8.2.6.5.5. Latin America
8.2.6.5.5.1. Market Estimation, 2015 - 2022
8.2.6.5.5.2. Market Forecast, 2023 - 2031
8.3. Key
Segment for Channeling Investments
8.3.1. By Type
9. Global Visual Effects (VFX) Market Analysis and Forecasts, 2023
- 2031
9.1. Overview
9.2. Global Visual
Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By End-Use
9.2.1. Film
Making and TV
9.2.1.1. Definition
9.2.1.2. Market Estimation and Penetration, 2015 - 2022
9.2.1.3. Market Forecast, 2023 - 2031
9.2.1.4. Compound Annual Growth Rate (CAGR)
9.2.1.5. Regional Bifurcation
9.2.1.5.1. North America
9.2.1.5.1.1. Market Estimation, 2015 - 2022
9.2.1.5.1.2. Market Forecast, 2023 - 2031
9.2.1.5.2. Europe
9.2.1.5.2.1. Market Estimation, 2015 - 2022
9.2.1.5.2.2. Market Forecast, 2023 - 2031
9.2.1.5.3. Asia Pacific
9.2.1.5.3.1. Market Estimation, 2015 - 2022
9.2.1.5.3.2. Market Forecast, 2023 - 2031
9.2.1.5.4. Middle East and Africa
9.2.1.5.4.1. Market Estimation, 2015 - 2022
9.2.1.5.4.2. Market Forecast, 2023 - 2031
9.2.1.5.5. Latin America
9.2.1.5.5.1. Market Estimation, 2015 - 2022
9.2.1.5.5.2. Market Forecast, 2023 - 2031
9.2.2. Gaming
and Sports
9.2.2.1. Definition
9.2.2.2. Market Estimation and Penetration, 2015 - 2022
9.2.2.3. Market Forecast, 2023 - 2031
9.2.2.4. Compound Annual Growth Rate (CAGR)
9.2.2.5. Regional Bifurcation
9.2.2.5.1. North America
9.2.2.5.1.1. Market Estimation, 2015 - 2022
9.2.2.5.1.2. Market Forecast, 2023 - 2031
9.2.2.5.2. Europe
9.2.2.5.2.1. Market Estimation, 2015 - 2022
9.2.2.5.2.2. Market Forecast, 2023 - 2031
9.2.2.5.3. Asia Pacific
9.2.2.5.3.1. Market Estimation, 2015 - 2022
9.2.2.5.3.2. Market Forecast, 2023 - 2031
9.2.2.5.4. Middle East and Africa
9.2.2.5.4.1. Market Estimation, 2015 - 2022
9.2.2.5.4.2. Market Forecast, 2023 - 2031
9.2.2.5.5. Latin America
9.2.2.5.5.1. Market Estimation, 2015 - 2022
9.2.2.5.5.2. Market Forecast, 2023 - 2031
9.2.3. Marketing
and Advertising
9.2.3.1. Definition
9.2.3.2. Market Estimation and Penetration, 2015 - 2022
9.2.3.3. Market Forecast, 2023 - 2031
9.2.3.4. Compound Annual Growth Rate (CAGR)
9.2.3.5. Regional Bifurcation
9.2.3.5.1. North America
9.2.3.5.1.1. Market Estimation, 2015 - 2022
9.2.3.5.1.2. Market Forecast, 2023 - 2031
9.2.3.5.2. Europe
9.2.3.5.2.1. Market Estimation, 2015 - 2022
9.2.3.5.2.2. Market Forecast, 2023 - 2031
9.2.3.5.3. Asia Pacific
9.2.3.5.3.1. Market Estimation, 2015 - 2022
9.2.3.5.3.2. Market Forecast, 2023 - 2031
9.2.3.5.4. Middle East and Africa
9.2.3.5.4.1. Market Estimation, 2015 - 2022
9.2.3.5.4.2. Market Forecast, 2023 - 2031
9.2.3.5.5. Latin America
9.2.3.5.5.1. Market Estimation, 2015 - 2022
9.2.3.5.5.2. Market Forecast, 2023 - 2031
9.2.4. Education
and Training
9.2.4.1. Definition
9.2.4.2. Market Estimation and Penetration, 2015 - 2022
9.2.4.3. Market Forecast, 2023 - 2031
9.2.4.4. Compound Annual Growth Rate (CAGR)
9.2.4.5. Regional Bifurcation
9.2.4.5.1. North America
9.2.4.5.1.1. Market Estimation, 2015 - 2022
9.2.4.5.1.2. Market Forecast, 2023 - 2031
9.2.4.5.2. Europe
9.2.4.5.2.1. Market Estimation, 2015 - 2022
9.2.4.5.2.2. Market Forecast, 2023 - 2031
9.2.4.5.3. Asia Pacific
9.2.4.5.3.1. Market Estimation, 2015 - 2022
9.2.4.5.3.2. Market Forecast, 2023 - 2031
9.2.4.5.4. Middle East and Africa
9.2.4.5.4.1. Market Estimation, 2015 - 2022
9.2.4.5.4.2. Market Forecast, 2023 - 2031
9.2.4.5.5. Latin America
9.2.4.5.5.1. Market Estimation, 2015 - 2022
9.2.4.5.5.2. Market Forecast, 2023 - 2031
9.2.5. Others
9.2.5.1. Definition
9.2.5.2. Market Estimation and Penetration, 2015 - 2022
9.2.5.3. Market Forecast, 2023 - 2031
9.2.5.4. Compound Annual Growth Rate (CAGR)
9.2.5.5. Regional Bifurcation
9.2.5.5.1. North America
9.2.5.5.1.1. Market Estimation, 2015 - 2022
9.2.5.5.1.2. Market Forecast, 2023 - 2031
9.2.5.5.2. Europe
9.2.5.5.2.1. Market Estimation, 2015 - 2022
9.2.5.5.2.2. Market Forecast, 2023 - 2031
9.2.5.5.3. Asia Pacific
9.2.5.5.3.1. Market Estimation, 2015 - 2022
9.2.5.5.3.2. Market Forecast, 2023 - 2031
9.2.5.5.4. Middle East and Africa
9.2.5.5.4.1. Market Estimation, 2015 - 2022
9.2.5.5.4.2. Market Forecast, 2023 - 2031
9.2.5.5.5. Latin America
9.2.5.5.5.1. Market Estimation, 2015 - 2022
9.2.5.5.5.2. Market Forecast, 2023 - 2031
9.3. Key
Segment for Channeling Investments
9.3.1. By
End-Use
10. North America Visual Effects (VFX) Market Analysis and
Forecasts, 2023 - 2031
10.1. Overview
10.1.1. North
America Visual Effects (VFX) Market Revenue (US$ Mn)
10.2. North
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Type
10.2.1. Computer-generated
imagery (CGI)
10.2.2. Compositing
10.2.3. Motion
Capture
10.2.4. Matte
Painting
10.2.5. Simulation
FX
10.2.6. Others
10.3. North
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By End-Use
10.3.1. Film
Making and TV
10.3.2. Gaming
and Sports
10.3.3. Marketing
and Advertising
10.3.4. Education
and Training
10.3.5. Others
10.4. North
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Country
10.4.1. U.S
10.4.1.1. U.S Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
10.4.1.1.1. Computer-generated imagery (CGI)
10.4.1.1.2. Compositing
10.4.1.1.3. Motion Capture
10.4.1.1.4. Matte Painting
10.4.1.1.5. Simulation FX
10.4.1.1.6. Others
10.4.1.2. U.S Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
10.4.1.2.1. Film Making and TV
10.4.1.2.2. Gaming and Sports
10.4.1.2.3. Marketing and Advertising
10.4.1.2.4. Education and Training
10.4.1.2.5. Others
10.4.2. Canada
10.4.2.1. Canada Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
10.4.2.1.1. Computer-generated imagery (CGI)
10.4.2.1.2. Compositing
10.4.2.1.3. Motion Capture
10.4.2.1.4. Matte Painting
10.4.2.1.5. Simulation FX
10.4.2.1.6. Others
10.4.2.2. Canada Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
10.4.2.2.1. Film Making and TV
10.4.2.2.2. Gaming and Sports
10.4.2.2.3. Marketing and Advertising
10.4.2.2.4. Education and Training
10.4.2.2.5. Others
10.4.3. Mexico
10.4.3.1. Mexico Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
10.4.3.1.1. Computer-generated imagery (CGI)
10.4.3.1.2. Compositing
10.4.3.1.3. Motion Capture
10.4.3.1.4. Matte Painting
10.4.3.1.5. Simulation FX
10.4.3.1.6. Others
10.4.3.2. Mexico Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
10.4.3.2.1. Film Making and TV
10.4.3.2.2. Gaming and Sports
10.4.3.2.3. Marketing and Advertising
10.4.3.2.4. Education and Training
10.4.3.2.5. Others
10.4.4. Rest of
North America
10.4.4.1. Rest of North America Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By Type
10.4.4.1.1. Computer-generated imagery (CGI)
10.4.4.1.2. Compositing
10.4.4.1.3. Motion Capture
10.4.4.1.4. Matte Painting
10.4.4.1.5. Simulation FX
10.4.4.1.6. Others
10.4.4.2. Rest of North America Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By End-Use
10.4.4.2.1. Film Making and TV
10.4.4.2.2. Gaming and Sports
10.4.4.2.3. Marketing and Advertising
10.4.4.2.4. Education and Training
10.4.4.2.5. Others
10.5. Key
Segment for Channeling Investments
10.5.1. By
Country
10.5.2. By Type
10.5.3. By
End-Use
11. Europe Visual Effects (VFX) Market Analysis and Forecasts, 2023
- 2031
11.1. Overview
11.1.1. Europe Visual
Effects (VFX) Market Revenue (US$ Mn)
11.2. Europe Visual
Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Type
11.2.1. Computer-generated
imagery (CGI)
11.2.2. Compositing
11.2.3. Motion
Capture
11.2.4. Matte
Painting
11.2.5. Simulation
FX
11.2.6. Others
11.3. Europe Visual
Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By End-Use
11.3.1. Film
Making and TV
11.3.2. Gaming
and Sports
11.3.3. Marketing
and Advertising
11.3.4. Education
and Training
11.3.5. Others
11.4. Europe Visual
Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Country
11.4.1. France
11.4.1.1. France Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.1.1.1. Computer-generated imagery (CGI)
11.4.1.1.2. Compositing
11.4.1.1.3. Motion Capture
11.4.1.1.4. Matte Painting
11.4.1.1.5. Simulation FX
11.4.1.1.6. Others
11.4.1.2. France Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.1.2.1. Film Making and TV
11.4.1.2.2. Gaming and Sports
11.4.1.2.3. Marketing and Advertising
11.4.1.2.4. Education and Training
11.4.1.2.5. Others
11.4.2. The UK
11.4.2.1. The UK Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.2.1.1. Computer-generated imagery (CGI)
11.4.2.1.2. Compositing
11.4.2.1.3. Motion Capture
11.4.2.1.4. Matte Painting
11.4.2.1.5. Simulation FX
11.4.2.1.6. Others
11.4.2.2. The UK Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.2.2.1. Film Making and TV
11.4.2.2.2. Gaming and Sports
11.4.2.2.3. Marketing and Advertising
11.4.2.2.4. Education and Training
11.4.2.2.5. Others
11.4.3. Spain
11.4.3.1. Spain Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.3.1.1. Computer-generated imagery (CGI)
11.4.3.1.2. Compositing
11.4.3.1.3. Motion Capture
11.4.3.1.4. Matte Painting
11.4.3.1.5. Simulation FX
11.4.3.1.6. Others
11.4.3.2. Spain Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.3.2.1. Film Making and TV
11.4.3.2.2. Gaming and Sports
11.4.3.2.3. Marketing and Advertising
11.4.3.2.4. Education and Training
11.4.3.2.5. Others
11.4.4. Germany
11.4.4.1. Germany Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.4.1.1. Computer-generated imagery (CGI)
11.4.4.1.2. Compositing
11.4.4.1.3. Motion Capture
11.4.4.1.4. Matte Painting
11.4.4.1.5. Simulation FX
11.4.4.1.6. Others
11.4.4.2. Germany Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.4.2.1. Film Making and TV
11.4.4.2.2. Gaming and Sports
11.4.4.2.3. Marketing and Advertising
11.4.4.2.4. Education and Training
11.4.4.2.5. Others
11.4.5. Italy
11.4.5.1. Italy Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.5.1.1. Computer-generated imagery (CGI)
11.4.5.1.2. Compositing
11.4.5.1.3. Motion Capture
11.4.5.1.4. Matte Painting
11.4.5.1.5. Simulation FX
11.4.5.1.6. Others
11.4.5.2. Italy Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.5.2.1. Film Making and TV
11.4.5.2.2. Gaming and Sports
11.4.5.2.3. Marketing and Advertising
11.4.5.2.4. Education and Training
11.4.5.2.5. Others
11.4.6. Nordic
Countries
11.4.6.1. Nordic Countries Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By Type
11.4.6.1.1. Computer-generated imagery (CGI)
11.4.6.1.2. Compositing
11.4.6.1.3. Motion Capture
11.4.6.1.4. Matte Painting
11.4.6.1.5. Simulation FX
11.4.6.1.6. Others
11.4.6.2. Nordic Countries Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By End-Use
11.4.6.2.1. Film Making and TV
11.4.6.2.2. Gaming and Sports
11.4.6.2.3. Marketing and Advertising
11.4.6.2.4. Education and Training
11.4.6.2.5. Others
11.4.6.3. Nordic Countries Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By Country
11.4.6.3.1. Denmark
11.4.6.3.2. Finland
11.4.6.3.3. Iceland
11.4.6.3.4. Sweden
11.4.6.3.5. Norway
11.4.7. Benelux
Union
11.4.7.1. Benelux Union Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
11.4.7.1.1. Computer-generated imagery (CGI)
11.4.7.1.2. Compositing
11.4.7.1.3. Motion Capture
11.4.7.1.4. Matte Painting
11.4.7.1.5. Simulation FX
11.4.7.1.6. Others
11.4.7.2. Benelux Union Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
11.4.7.2.1. Film Making and TV
11.4.7.2.2. Gaming and Sports
11.4.7.2.3. Marketing and Advertising
11.4.7.2.4. Education and Training
11.4.7.2.5. Others
11.4.7.3. Benelux Union Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Country
11.4.7.3.1. Belgium
11.4.7.3.2. The Netherlands
11.4.7.3.3. Luxembourg
11.4.8. Rest of
Europe
11.4.8.1. Rest of Europe Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By Type
11.4.8.1.1. Computer-generated imagery (CGI)
11.4.8.1.2. Compositing
11.4.8.1.3. Motion Capture
11.4.8.1.4. Matte Painting
11.4.8.1.5. Simulation FX
11.4.8.1.6. Others
11.4.8.2. Rest of Europe Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By End-Use
11.4.8.2.1. Film Making and TV
11.4.8.2.2. Gaming and Sports
11.4.8.2.3. Marketing and Advertising
11.4.8.2.4. Education and Training
11.4.8.2.5. Others
11.5. Key
Segment for Channeling Investments
11.5.1. By
Country
11.5.2. By Type
11.5.3. By
End-Use
12. Asia Pacific Visual Effects (VFX) Market Analysis and
Forecasts, 2023 - 2031
12.1. Overview
12.1.1. Asia
Pacific Visual Effects (VFX) Market Revenue (US$ Mn)
12.2. Asia
Pacific Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Type
12.2.1. Computer-generated
imagery (CGI)
12.2.2. Compositing
12.2.3. Motion
Capture
12.2.4. Matte
Painting
12.2.5. Simulation
FX
12.2.6. Others
12.3. Asia
Pacific Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By End-Use
12.3.1. Film
Making and TV
12.3.2. Gaming
and Sports
12.3.3. Marketing
and Advertising
12.3.4. Education
and Training
12.3.5. Others
12.4. Asia
Pacific Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Country
12.4.1. China
12.4.1.1. China Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.1.1.1. Computer-generated imagery (CGI)
12.4.1.1.2. Compositing
12.4.1.1.3. Motion Capture
12.4.1.1.4. Matte Painting
12.4.1.1.5. Simulation FX
12.4.1.1.6. Others
12.4.1.2. China Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.1.2.1. Film Making and TV
12.4.1.2.2. Gaming and Sports
12.4.1.2.3. Marketing and Advertising
12.4.1.2.4. Education and Training
12.4.1.2.5. Others
12.4.2. Japan
12.4.2.1. Japan Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.2.1.1. Computer-generated imagery (CGI)
12.4.2.1.2. Compositing
12.4.2.1.3. Motion Capture
12.4.2.1.4. Matte Painting
12.4.2.1.5. Simulation FX
12.4.2.1.6. Others
12.4.2.2. Japan Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.2.2.1. Film Making and TV
12.4.2.2.2. Gaming and Sports
12.4.2.2.3. Marketing and Advertising
12.4.2.2.4. Education and Training
12.4.2.2.5. Others
12.4.3. India
12.4.3.1. India Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.3.1.1. Computer-generated imagery (CGI)
12.4.3.1.2. Compositing
12.4.3.1.3. Motion Capture
12.4.3.1.4. Matte Painting
12.4.3.1.5. Simulation FX
12.4.3.1.6. Others
12.4.3.2. India Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.3.2.1. Film Making and TV
12.4.3.2.2. Gaming and Sports
12.4.3.2.3. Marketing and Advertising
12.4.3.2.4. Education and Training
12.4.3.2.5. Others
12.4.4. New
Zealand
12.4.4.1. New Zealand Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.4.1.1. Computer-generated imagery (CGI)
12.4.4.1.2. Compositing
12.4.4.1.3. Motion Capture
12.4.4.1.4. Matte Painting
12.4.4.1.5. Simulation FX
12.4.4.1.6. Others
12.4.4.2. New Zealand Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.4.2.1. Film Making and TV
12.4.4.2.2. Gaming and Sports
12.4.4.2.3. Marketing and Advertising
12.4.4.2.4. Education and Training
12.4.4.2.5. Others
12.4.5. Australia
12.4.5.1. Australia Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.5.1.1. Computer-generated imagery (CGI)
12.4.5.1.2. Compositing
12.4.5.1.3. Motion Capture
12.4.5.1.4. Matte Painting
12.4.5.1.5. Simulation FX
12.4.5.1.6. Others
12.4.5.2. Australia Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.5.2.1. Film Making and TV
12.4.5.2.2. Gaming and Sports
12.4.5.2.3. Marketing and Advertising
12.4.5.2.4. Education and Training
12.4.5.2.5. Others
12.4.6. South
Korea
12.4.6.1. South Korea Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
12.4.6.1.1. Computer-generated imagery (CGI)
12.4.6.1.2. Compositing
12.4.6.1.3. Motion Capture
12.4.6.1.4. Matte Painting
12.4.6.1.5. Simulation FX
12.4.6.1.6. Others
12.4.6.2. South Korea Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
12.4.6.2.1. Film Making and TV
12.4.6.2.2. Gaming and Sports
12.4.6.2.3. Marketing and Advertising
12.4.6.2.4. Education and Training
12.4.6.2.5. Others
12.4.7. Southeast
Asia
12.4.7.1. Southeast Asia Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By Type
12.4.7.1.1. Computer-generated imagery (CGI)
12.4.7.1.2. Compositing
12.4.7.1.3. Motion Capture
12.4.7.1.4. Matte Painting
12.4.7.1.5. Simulation FX
12.4.7.1.6. Others
12.4.7.2. Southeast Asia Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By End-Use
12.4.7.2.1. Film Making and TV
12.4.7.2.2. Gaming and Sports
12.4.7.2.3. Marketing and Advertising
12.4.7.2.4. Education and Training
12.4.7.2.5. Others
12.4.7.3. Southeast Asia Visual Effects (VFX) Market Revenue (US$ Mn)
and Forecasts, By Country
12.4.7.3.1. Indonesia
12.4.7.3.2. Thailand
12.4.7.3.3. Malaysia
12.4.7.3.4. Singapore
12.4.7.3.5. Rest of Southeast Asia
12.4.8. Rest of
Asia Pacific
12.4.8.1. Rest of Asia Pacific Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By Type
12.4.8.1.1. Computer-generated imagery (CGI)
12.4.8.1.2. Compositing
12.4.8.1.3. Motion Capture
12.4.8.1.4. Matte Painting
12.4.8.1.5. Simulation FX
12.4.8.1.6. Others
12.4.8.2. Rest of Asia Pacific Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By End-Use
12.4.8.2.1. Film Making and TV
12.4.8.2.2. Gaming and Sports
12.4.8.2.3. Marketing and Advertising
12.4.8.2.4. Education and Training
12.4.8.2.5. Others
12.5. Key
Segment for Channeling Investments
12.5.1. By
Country
12.5.2. By Type
12.5.3. By
End-Use
13. Middle East and Africa Visual Effects (VFX) Market Analysis
and Forecasts, 2023 - 2031
13.1. Overview
13.1.1. Middle
East and Africa Visual Effects (VFX) Market Revenue (US$ Mn)
13.2. Middle
East and Africa Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By
Type
13.2.1. Computer-generated
imagery (CGI)
13.2.2. Compositing
13.2.3. Motion
Capture
13.2.4. Matte
Painting
13.2.5. Simulation
FX
13.2.6. Others
13.3. Middle
East and Africa Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By
End-Use
13.3.1. Film
Making and TV
13.3.2. Gaming
and Sports
13.3.3. Marketing
and Advertising
13.3.4. Education
and Training
13.3.5. Others
13.4. Middle
East and Africa Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By
Country
13.4.1. Saudi
Arabia
13.4.1.1. Saudi Arabia Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
13.4.1.1.1. Computer-generated imagery (CGI)
13.4.1.1.2. Compositing
13.4.1.1.3. Motion Capture
13.4.1.1.4. Matte Painting
13.4.1.1.5. Simulation FX
13.4.1.1.6. Others
13.4.1.2. Saudi Arabia Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
13.4.1.2.1. Film Making and TV
13.4.1.2.2. Gaming and Sports
13.4.1.2.3. Marketing and Advertising
13.4.1.2.4. Education and Training
13.4.1.2.5. Others
13.4.2. UAE
13.4.2.1. UAE Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
13.4.2.1.1. Computer-generated imagery (CGI)
13.4.2.1.2. Compositing
13.4.2.1.3. Motion Capture
13.4.2.1.4. Matte Painting
13.4.2.1.5. Simulation FX
13.4.2.1.6. Others
13.4.2.2. UAE Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
13.4.2.2.1. Film Making and TV
13.4.2.2.2. Gaming and Sports
13.4.2.2.3. Marketing and Advertising
13.4.2.2.4. Education and Training
13.4.2.2.5. Others
13.4.3. Egypt
13.4.3.1. Egypt Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
13.4.3.1.1. Computer-generated imagery (CGI)
13.4.3.1.2. Compositing
13.4.3.1.3. Motion Capture
13.4.3.1.4. Matte Painting
13.4.3.1.5. Simulation FX
13.4.3.1.6. Others
13.4.3.2. Egypt Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
13.4.3.2.1. Film Making and TV
13.4.3.2.2. Gaming and Sports
13.4.3.2.3. Marketing and Advertising
13.4.3.2.4. Education and Training
13.4.3.2.5. Others
13.4.4. Kuwait
13.4.4.1. Kuwait Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
13.4.4.1.1. Computer-generated imagery (CGI)
13.4.4.1.2. Compositing
13.4.4.1.3. Motion Capture
13.4.4.1.4. Matte Painting
13.4.4.1.5. Simulation FX
13.4.4.1.6. Others
13.4.4.2. Kuwait Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
13.4.4.2.1. Film Making and TV
13.4.4.2.2. Gaming and Sports
13.4.4.2.3. Marketing and Advertising
13.4.4.2.4. Education and Training
13.4.4.2.5. Others
13.4.5. South
Africa
13.4.5.1. South Africa Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
13.4.5.1.1. Computer-generated imagery (CGI)
13.4.5.1.2. Compositing
13.4.5.1.3. Motion Capture
13.4.5.1.4. Matte Painting
13.4.5.1.5. Simulation FX
13.4.5.1.6. Others
13.4.5.2. South Africa Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
13.4.5.2.1. Film Making and TV
13.4.5.2.2. Gaming and Sports
13.4.5.2.3. Marketing and Advertising
13.4.5.2.4. Education and Training
13.4.5.2.5. Others
13.4.6. Rest of
Middle East & Africa
13.4.6.1. Rest of Middle East & Africa Visual Effects (VFX) Market
Revenue (US$ Mn) and Forecasts, By Type
13.4.6.1.1. Computer-generated imagery (CGI)
13.4.6.1.2. Compositing
13.4.6.1.3. Motion Capture
13.4.6.1.4. Matte Painting
13.4.6.1.5. Simulation FX
13.4.6.1.6. Others
13.4.6.2. Rest of Middle East & Africa Visual Effects (VFX) Market
Revenue (US$ Mn) and Forecasts, By End-Use
13.4.6.2.1. Film Making and TV
13.4.6.2.2. Gaming and Sports
13.4.6.2.3. Marketing and Advertising
13.4.6.2.4. Education and Training
13.4.6.2.5. Others
13.5. Key
Segment for Channeling Investments
13.5.1. By
Country
13.5.2. By Type
13.5.3. By
End-Use
14. Latin America Visual Effects (VFX) Market Analysis and
Forecasts, 2023 - 2031
14.1. Overview
14.1.1. Latin
America Visual Effects (VFX) Market Revenue (US$ Mn)
14.2. Latin
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Type
14.2.1. Computer-generated
imagery (CGI)
14.2.2. Compositing
14.2.3. Motion
Capture
14.2.4. Matte
Painting
14.2.5. Simulation
FX
14.2.6. Others
14.3. Latin
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By End-Use
14.3.1. Film
Making and TV
14.3.2. Gaming
and Sports
14.3.3. Marketing
and Advertising
14.3.4. Education
and Training
14.3.5. Others
14.4. Latin
America Visual Effects (VFX) Market Revenue (US$ Mn) and Forecasts, By Country
14.4.1. Brazil
14.4.1.1. Brazil Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
14.4.1.1.1. Computer-generated imagery (CGI)
14.4.1.1.2. Compositing
14.4.1.1.3. Motion Capture
14.4.1.1.4. Matte Painting
14.4.1.1.5. Simulation FX
14.4.1.1.6. Others
14.4.1.2. Brazil Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
14.4.1.2.1. Film Making and TV
14.4.1.2.2. Gaming and Sports
14.4.1.2.3. Marketing and Advertising
14.4.1.2.4. Education and Training
14.4.1.2.5. Others
14.4.2. Argentina
14.4.2.1. Argentina Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By Type
14.4.2.1.1. Computer-generated imagery (CGI)
14.4.2.1.2. Compositing
14.4.2.1.3. Motion Capture
14.4.2.1.4. Matte Painting
14.4.2.1.5. Simulation FX
14.4.2.1.6. Others
14.4.2.2. Argentina Visual Effects (VFX) Market Revenue (US$ Mn) and
Forecasts, By End-Use
14.4.2.2.1. Film Making and TV
14.4.2.2.2. Gaming and Sports
14.4.2.2.3. Marketing and Advertising
14.4.2.2.4. Education and Training
14.4.2.2.5. Others
14.4.3. Rest of
Latin America
14.4.3.1. Rest of Latin America Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By Type
14.4.3.1.1. Computer-generated imagery (CGI)
14.4.3.1.2. Compositing
14.4.3.1.3. Motion Capture
14.4.3.1.4. Matte Painting
14.4.3.1.5. Simulation FX
14.4.3.1.6. Others
14.4.3.2. Rest of Latin America Visual Effects (VFX) Market Revenue (US$
Mn) and Forecasts, By End-Use
14.4.3.2.1. Film Making and TV
14.4.3.2.2. Gaming and Sports
14.4.3.2.3. Marketing and Advertising
14.4.3.2.4. Education and Training
14.4.3.2.5. Others
14.5. Key
Segment for Channeling Investments
14.5.1. By
Country
14.5.2. By Type
14.5.3. By End-Use
15. Competitive Benchmarking
15.1. Market
Share Analysis, 2022
15.2. Global
Presence and Growth Strategies
15.2.1. Mergers
and Acquisitions
15.2.2. Product
Launches
15.2.3. Investments
Trends
15.2.4. R&D
Initiatives
16. Player Profiles
16.1. Animal
Logic
16.1.1. Company
Details
16.1.2. Company
Overview
16.1.3. Product
Offerings
16.1.4. Key
Developments
16.1.5. Financial
Analysis
16.1.6. SWOT
Analysis
16.1.7. Business
Strategies
16.2. BaseFX
16.2.1. Company
Details
16.2.2. Company
Overview
16.2.3. Product
Offerings
16.2.4. Key
Developments
16.2.5. Financial
Analysis
16.2.6. SWOT
Analysis
16.2.7. Business
Strategies
16.3. Blur Studio
16.3.1. Company
Details
16.3.2. Company
Overview
16.3.3. Product
Offerings
16.3.4. Key
Developments
16.3.5. Financial
Analysis
16.3.6. SWOT
Analysis
16.3.7. Business
Strategies
16.4. Cinesite
16.4.1. Company
Details
16.4.2. Company
Overview
16.4.3. Product
Offerings
16.4.4. Key
Developments
16.4.5. Financial
Analysis
16.4.6. SWOT
Analysis
16.4.7. Business
Strategies
16.5. Digital Domain Holdings Ltd.
16.5.1. Company
Details
16.5.2. Company
Overview
16.5.3. Product
Offerings
16.5.4. Key
Developments
16.5.5. Financial
Analysis
16.5.6. SWOT
Analysis
16.5.7. Business
Strategies
16.6. DNEG (Double Negative)
16.6.1. Company
Details
16.6.2. Company
Overview
16.6.3. Product
Offerings
16.6.4. Key
Developments
16.6.5. Financial
Analysis
16.6.6. SWOT
Analysis
16.6.7. Business
Strategies
16.7. Framestore
16.7.1. Company
Details
16.7.2. Company
Overview
16.7.3. Product
Offerings
16.7.4. Key
Developments
16.7.5. Financial
Analysis
16.7.6. SWOT
Analysis
16.7.7. Business
Strategies
16.8. Hybride Technologies
16.8.1. Company
Details
16.8.2. Company
Overview
16.8.3. Product
Offerings
16.8.4. Key
Developments
16.8.5. Financial
Analysis
16.8.6. SWOT
Analysis
16.8.7. Business
Strategies
16.9. Industrial Light & Magic (ILM)
16.9.1. Company
Details
16.9.2. Company
Overview
16.9.3. Product
Offerings
16.9.4. Key
Developments
16.9.5. Financial
Analysis
16.9.6. SWOT
Analysis
16.9.7. Business
Strategies
16.10. Luma Pictures
16.10.1. Company
Details
16.10.2. Company
Overview
16.10.3. Product
Offerings
16.10.4. Key
Developments
16.10.5. Financial
Analysis
16.10.6. SWOT
Analysis
16.10.7. Business
Strategies
16.11. Method Studios
16.11.1. Company
Details
16.11.2. Company
Overview
16.11.3. Product
Offerings
16.11.4. Key
Developments
16.11.5. Financial
Analysis
16.11.6. SWOT
Analysis
16.11.7. Business
Strategies
16.12. Mikros MPC
16.12.1. Company
Details
16.12.2. Company
Overview
16.12.3. Product
Offerings
16.12.4. Key
Developments
16.12.5. Financial
Analysis
16.12.6. SWOT
Analysis
16.12.7. Business
Strategies
16.13. MPC (Moving Picture Company)
16.13.1. Company
Details
16.13.2. Company
Overview
16.13.3. Product
Offerings
16.13.4. Key
Developments
16.13.5. Financial
Analysis
16.13.6. SWOT
Analysis
16.13.7. Business
Strategies
16.14. Pixomondo
16.14.1. Company
Details
16.14.2. Company
Overview
16.14.3. Product
Offerings
16.14.4. Key
Developments
16.14.5. Financial
Analysis
16.14.6. SWOT
Analysis
16.14.7. Business
Strategies
16.15. Rhythm & Hues Studios
16.15.1. Company
Details
16.15.2. Company
Overview
16.15.3. Product
Offerings
16.15.4. Key
Developments
16.15.5. Financial
Analysis
16.15.6. SWOT
Analysis
16.15.7. Business
Strategies
16.16. Scanline VFX
16.16.1. Company
Details
16.16.2. Company
Overview
16.16.3. Product
Offerings
16.16.4. Key
Developments
16.16.5. Financial
Analysis
16.16.6. SWOT
Analysis
16.16.7. Business
Strategies
16.17. Sony Pictures Imageworks
16.17.1. Company
Details
16.17.2. Company
Overview
16.17.3. Product
Offerings
16.17.4. Key
Developments
16.17.5. Financial
Analysis
16.17.6. SWOT
Analysis
16.17.7. Business
Strategies
16.18. The Mill
16.18.1. Company
Details
16.18.2. Company
Overview
16.18.3. Product
Offerings
16.18.4. Key
Developments
16.18.5. Financial
Analysis
16.18.6. SWOT
Analysis
16.18.7. Business
Strategies
16.19. Trixter
16.19.1. Company
Details
16.19.2. Company
Overview
16.19.3. Product
Offerings
16.19.4. Key Developments
16.19.5. Financial
Analysis
16.19.6. SWOT
Analysis
16.19.7. Business
Strategies
16.20. Technicolour SA
16.20.1. Company
Details
16.20.2. Company
Overview
16.20.3. Product
Offerings
16.20.4. Key
Developments
16.20.5. Financial
Analysis
16.20.6. SWOT
Analysis
16.20.7. Business
Strategies
16.21. Weta Digital
16.21.1. Company
Details
16.21.2. Company
Overview
16.21.3. Product
Offerings
16.21.4. Key
Developments
16.21.5. Financial
Analysis
16.21.6. SWOT
Analysis
16.21.7. Business
Strategies
16.22. Other
Market Participants
17. Key Findings
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Prominent participants in our primary research process include:
- Key Opinion Leaders namely the CEOs, CSOs, VPs, purchasing managers, amongst others
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Key Inclusions
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