SOURCE: MarketResearch.com

MarketResearch.com

December 05, 2011 08:08 ET

Market Research Projects the Animation & Gaming Market to Reach 243 Billion by 2016

ROCKVILLE, MD--(Marketwire - Dec 5, 2011) - MarketResearch.com, the leading source of market research, has announced the addition of the new report "Global Animation & Gaming Market Size & Forecast (2011 - 2016)" to their collection of Entertainment industry analysis. For more information, visit http://www.marketresearch.com/MarketsandMarkets-v3719/Global-Animation-Gaming-Size-Forecast-6683068

Creativity and expansion of the target market are the major reasons for the massive registration of patents for animation. The U.S. leads the market for animation patents, due to wide scope and demand for locally generated animation content, and the presence of top industry players such as Disney and DreamWorks. There is a huge demand for 3D animation across the globe, and most of the animation industry players such as Disney Enterprises Inc, Adobe Systems Incorporated, and Sony Corporation are trying to grab a share of the 3D market.

Innovative gaming techniques such as massively multiplayer online games and online role playing games have given a new outlook to the gaming market. The U.S. registers the maximum number of patents due to government support and the presence of industry giants such as Microsoft Corporation, Electronic Arts Inc, and Disney among others.

According to market research intelligence in this report, the global animation and gaming market is expected to grow from $122.20 billion in 2010 to $242.93 billion by 2016. This represents a compound annual growth rate (CAGR) of 12.94% from 2011 to 2016.

Major driving force behind the animation market is government initiatives; whereas the gaming market is pulled up by greater penetration & accessibility to broadband internet. The lack of skills and piracy remain the restraining factors. Key issues in the industry today are consumers' shift from buying to renting and dropping prices due to rise of freemium models.

The overall animation and gaming market is segmented on the basis of animation and gaming sub segments. Animation includes e-Education, web designing, and animation entertainment. Furthermore, animation entertainment includes segments such as movies, Visual Effects (VFX), TV & Broadcast, and Direct to DVD. Movies are further divided into 2D animation and 3D animation. Gaming includes PC games, mobile games, console games, and online games.

The global animation & gaming market is segmented into four geographies: North America, Europe, Asia-Pacific and Japan, and ROW (Rest of the world). North America forms the largest segment with about 42% of the overall share, followed by Europe; whereas APJ is the fastest growing region with an expected CAGR of 19.08% from 2011 to 2016.

For more information, visit http://www.marketresearch.com/MarketsandMarkets-v3719/Global-Animation-Gaming-Size-Forecast-6683068

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