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Global Animation Software Market (2023-2028) Competitive Analysis, Impact of Covid-19, Ansoff Analysis

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    Report

  • 177 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5696677
The Global Animation Software Market is estimated to be USD 36.17 Bn in 2023 and is expected to reach USD 54.34 Bn by 2028 growing at a CAGR of 8.48%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviours of the stakeholders. These forces create pricing signals which result from the changes in the supply and demand curves for a given product or service. Forces of Market Dynamics may be related to macro-economic and micro-economic factors. There are dynamic market forces other than price, demand, and supply. Human emotions can also drive decisions, influence the market, and create price signals.

As the market dynamics impact the supply and demand curves, decision-makers aim to determine the best way to use various financial tools to stem various strategies for speeding the growth and reducing the risks.

Market Segmentations

  • The Global Animation Software Market is segmented based on Product, Industry, and Geography.
  • By Product, the market is classified into 2D Animation, 3D Animation, Flipbook Animation, and Stop Motion.
  • By Industries, the market is classified into Automotive, Media & Entertainment, and Online Education.
  • By Geography, the market is classified into Americas, Europe, Middle East & Africa, and Asia-Pacific.

Company Profiles

The report provides a detailed analysis of the competitors in the market. It covers the financial performance analysis for the publicly listed companies in the market. The report also offers detailed information on the companies' recent development and competitive scenario. Some of the companies covered in this report are Adobe, Inc., MAGIX Software GmbH, Microsoft Corp., etc.

Countries Studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Ansoff Analysis

  • The report presents a detailed Ansoff matrix analysis for the Global Animation Software Market. Ansoff Matrix, also known as Product/Market Expansion Grid, is a strategic tool used to design strategies for the growth of the company. The matrix can be used to evaluate approaches in four strategies viz. Market Development, Market Penetration, Product Development and Diversification. The matrix is also used for risk analysis to understand the risk involved with each approach.
  • The publisher analyses the Global Animation Software Market using the Ansoff Matrix to provide the best approaches a company can take to improve its market position.
  • Based on the SWOT analysis conducted on the industry and industry players, the publisher has devised suitable strategies for market growth.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global Animation Software Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth Market analysis using Porter's 5 forces model, PESTLE Analysis, and the Ansoff Matrix. In addition, the impact of COVID-19 and the impact of economic slowdown & impending recession on the Market are also featured in the Report
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Stakeholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size, Segmentations, and Outlook
4 Market Dynamics
4.1 Drivers
4.1.1 Growing Demand for 3D Animation
4.1.2 Rising Adoption of Smartphones
4.2 Restraints
4.2.1 High Cost of Software
4.3 Opportunities
4.3.1 Rising Investmemt in IT Industry
4.3.2 Advancement in Graphics Technologies
4.4 Challenges
4.4.1 Lack if Skilled Professionals
4.4.2 Insufficient Government Support
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 PESTLE Analysis
5.4 Impact of COVID-19
5.5 Impact of Economic Slowdown & Impending Recession
5.6 Ansoff Matrix Analysis
6 Global Animation Software Market, By Product
6.1 Introduction
6.2 2D Animation
6.3 3D Animation
6.4 Flipbook Animation
6.5 Stop Motion
7 Global Animation Software Market, By Industry
7.1 Introduction
7.2 Automotive
7.3 Media & Entertainment
7.4 Online Education
8 Americas' Animation Software Market
8.1 Introduction
8.2 Argentina
8.3 Brazil
8.4 Canada
8.5 Chile
8.6 Colombia
8.7 Mexico
8.8 Peru
8.9 United States
8.10 Rest of Americas
9 Europe's Animation Software Market
9.1 Introduction
9.2 Austria
9.3 Belgium
9.4 Denmark
9.5 Finland
9.6 France
9.7 Germany
9.8 Italy
9.9 Netherlands
9.10 Norway
9.11 Poland
9.12 Russia
9.13 Spain
9.14 Sweden
9.15 Switzerland
9.16 United Kingdom
9.17 Rest of Europe
10 Middle East and Africa's Animation Software Market
10.1 Introduction
10.2 Egypt
10.3 Israel
10.4 Qatar
10.5 Saudi Arabia
10.6 South Africa
10.7 United Arab Emirates
10.8 Rest of MEA
11 APAC's Animation Software Market
11.1 Introduction
11.2 Australia
11.3 Bangladesh
11.4 China
11.5 India
11.6 Indonesia
11.7 Japan
11.8 Malaysia
11.9 Philippines
11.10 Singapore
11.11 South Korea
11.12 Sri Lanka
11.13 Thailand
11.14 Taiwan
11.15 Rest of Asia-Pacific
12 Competitive Landscape
12.1 Competitive Quadrant
12.2 Market Share Analysis
12.3 Strategic Initiatives
12.3.1 M&A and Investments
12.3.2 Partnerships and Collaborations
12.3.3 Product Developments and Improvements
13 Company Profiles
13.1 Adobe, Inc.
13.2 Animatron, Inc.
13.3 Autodesk, Inc.
13.4 Bionatics SA
13.5 Corel Corp.
13.6 Corus Entertainment, Inc.
13.7 Digimania Ltd.
13.8 Luxion, Inc.
13.9 MAGIX Software GmbH
13.10 MAXON Computer GmbH
13.11 Microsoft Corp.
13.12 NaturalPoint, Inc. (Planar Systems, Inc.)
13.13 NewTek, Inc.
13.14 PhaseSpace, Inc.
13.15 Pixar Animation Studios
13.16 Roper Technologies, Inc.
13.17 Side Effects Software, Inc.
13.18 Toon Boom Animation, Inc.
13.19 Toonz Entertainment Pte. Ltd.
13.20 Zco Corp.
14 Appendix
14.1 Questionnaire

Companies Mentioned

  • Adobe, Inc.
  • Animatron, Inc.
  • Autodesk, Inc.
  • Bionatics SA
  • Corel Corp.
  • Corus Entertainment, Inc.
  • Digimania Ltd.
  • Luxion, Inc.
  • MAGIX Software GmbH
  • MAXON Computer GmbH
  • Microsoft Corp.
  • NaturalPoint, Inc. (Planar Systems, Inc.)
  • NewTek, Inc.
  • PhaseSpace, Inc.
  • Pixar Animation Studios
  • Roper Technologies, Inc.
  • Side Effects Software, Inc.
  • Toon Boom Animation, Inc.
  • Toonz Entertainment Pte. Ltd.
  • Zco Corp.

Table Information