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Animation & Gaming Market - Global Forecast 2025-2032

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    Report

  • 190 Pages
  • October 2025
  • Region: Global
  • 360iResearch™
  • ID: 5715542
UP TO OFF until Jan 01st 2026
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The animation and gaming market is driving significant changes in digital business, impacting user engagement and shaping how organizations address shifting audience expectations through innovative technologies and cross-platform strategies.

Market Snapshot: Animation & Gaming Market Overview

The global animation and gaming market displays considerable momentum, with projected revenues increasing from USD 227.24 billion in 2024 to USD 255.56 billion in 2025, corresponding to a compound annual growth rate (CAGR) of 13.10%. The sector is forecasted to reach USD 608.79 billion by 2032.

Key drivers include growing demand for immersive digital experiences, continuous device advancements, and the expanding reliance on cloud-based content delivery. Industry participants are leveraging real-time graphics, interactive digital formats, and integrated technology solutions to maximize engagement, broaden value propositions, and align with evolving digital transformation agendas.

Scope & Segmentation of the Animation and Gaming Market

  • Offerings: Solutions encompass 2D Animation, 3D Animation, Motion Graphics, Stop Motion, Augmented Reality Gaming, Cloud Gaming, Console Gaming, Mobile Gaming, PC Gaming, and Virtual Reality Gaming, enabling organizations to target a mix of commercial, creative, and entertainment objectives.
  • Gaming Platforms: Console (Nintendo Switch, PlayStation, Xbox), Mobile (Android, iOS), PC (Linux, MacOS, Windows), and Web-based (Browser-Based, HTML5 Games) platforms, supporting integrated delivery across desktop, mobile, and browser environments for broad device compatibility.
  • Age Groups: Segmentation addresses under 18, adults 18–35, and over 35 demographics, facilitating personalized product strategies and more precise adaptation to varied consumer behaviors.
  • Content Types: Genres offered—Action (Fighting, Shooter, Survival), Adventure (Platformers, Puzzle, Role-Playing), and Simulation (Construction and Management, Life Simulation, Vehicle Simulation)—expand business models by supporting education, entertainment, and enterprise use cases.
  • End-Users: Animation and gaming applications serve Advertising Agencies, Educational Institutions, Media & Entertainment Companies, and Individual Consumers, covering a wide spectrum of organizational and end-user needs.
  • Distribution Channels: Direct Downloads, Online Stores, and Streaming Services provide streamlined access and delivery, enabling penetration into both broad and niche market verticals.
  • Regions: Global reach covers the Americas (North America, Latin America), Europe, Middle East & Africa, and Asia-Pacific. Major growth is observed in China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, and Taiwan, underscoring the need for regional adaptability and compliance readiness.
  • Key Companies: The market is driven by Aardman Animations Limited, Activision Blizzard Inc. by Microsoft Corp., Adobe Inc., Anibrain Digital Technologies Private Limited, Bandai Namco Entertainment Inc., Bonfire Studios, Inc., Electronic Arts Inc., Epic Games, Inc., Framestore Limited, Kevuru Games, NCSOFT Corporation, NetEase Inc., Nintendo Co. Ltd., Reliance Industries Ltd., Sony Group Corporation, Take-Two Interactive Software, Inc., Technicolor Group, The Foundry Visionmongers Ltd., The Walt Disney Company, TOEI ANIMATION Co. Ltd., Toonz Media Group, Unity Technologies, Valve Corporation, and WB Television Group, amid ongoing competition and collaboration.

Key Takeaways for Senior Leaders

  • The integration of animation and gaming technologies is expanding the possibilities for interactive collaboration, enhancing both B2B workflows and consumer engagement opportunities across multiple industries.
  • Adoption of subscription-based and cross-platform access models is helping organizations reach wider demographics, drive consistent user engagement, and strengthen multi-device content strategies.
  • Combining artificial intelligence and cloud infrastructure supports improved operational efficiency, faster content personalization, and agile adaptation to market changes.
  • Console formats facilitate brand loyalty and deeper user communities, while the rise of mobile and web-based gaming extends access, particularly among younger audiences and rapidly expanding regions.
  • Animation and gaming solutions are increasingly integral to education, advertising, and media, enabling organizations to enhance impact and streamline operations as competition intensifies.
  • Regional content localization and flexible go-to-market approaches are critical for managing compliance and addressing diverse user priorities worldwide.

Tariff Impact and Supply Chain Strategies

Recent US tariffs targeting semiconductors and hardware are affecting production costs within the animation and gaming industry. Organizations are mitigating supply chain risk by diversifying procurement, relocating aspects of manufacturing, and updating sourcing practices to ensure operational stability in response to evolving global trade conditions.

Research Methodology & Data Sources

This analysis is anchored by direct interviews with industry leaders, collaboration with leading technology suppliers, and careful analysis of usage and behavioral data. Peer review and scenario modeling are applied to increase accuracy and deliver robust insights to support decision-making.

Why This Report Matters

  • Equips senior executives with trusted frameworks to discover new growth channels, prioritize resource allocation, and identify strategic regional opportunities within the animation and gaming market.
  • Provides actionable, data-driven guidance for aligning with regulatory priorities, technology trends, and evolving user expectations, supporting informed business planning.
  • Enables organizational leaders to facilitate digital transformation and maintain competitive advantage within a rapidly changing sector.

Conclusion

This report delivers essential insights and practical frameworks, supporting rapid adaptation, operational agility, and long-term value realization for organizations navigating the complex animation and gaming landscape.

 

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates.
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Adoption of AI-driven procedural animation pipelines for scalable content production
5.2. Integration of real-time ray tracing capabilities in consumer gaming hardware architectures
5.3. Explosion of cloud gaming services driving cross-device play with minimal latency experiences
5.4. Emergence of blockchain-based digital asset ownership models transforming virtual economies
5.5. Rapid growth of immersive location-based AR gaming experiences leveraging 5G connectivity
5.6. Proliferation of influencer-driven content shaping user engagement in live streaming platforms
5.7. Expansion of subscription-based gaming libraries bundling AAA titles for recurring revenue streams
5.8. Evolution of procedural narrative AI generating dynamic storylines tailored to individual players
5.9. Adoption of volumetric video capture techniques enhancing realism in animated virtual production
5.10. Development of modular game engines supporting low-code visual scripting for indie developers
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Animation & Gaming Market, by Offerings
8.1. Animation
8.1.1. 2D Animation
8.1.2. 3D Animation
8.1.3. Motion Graphics
8.1.4. Stop Motion
8.2. Gaming
8.2.1. Augmented Reality (AR) Gaming
8.2.2. Cloud Gaming
8.2.3. Console Gaming
8.2.4. Mobile Gaming
8.2.5. PC Gaming
8.2.6. Virtual Reality (VR) Gaming
9. Animation & Gaming Market, by Gaming Platform
9.1. Console
9.1.1. Nintendo Switch
9.1.2. PlayStation
9.1.3. Xbox
9.2. Mobile
9.2.1. Android
9.2.2. iOS
9.3. PC
9.3.1. Linux
9.3.2. MacOS
9.3.3. Windows
9.4. Web
9.4.1. Browser-Based
9.4.2. HTML5 Games
10. Animation & Gaming Market, by Age Group
10.1. 18-35
10.2. Above 35
10.3. Less than 18
11. Animation & Gaming Market, by Content Type
11.1. Action
11.1.1. Fighting
11.1.2. Shooter
11.1.3. Survival
11.2. Adventure
11.2.1. Platformers
11.2.2. Puzzle
11.2.3. Role-Playing
11.3. Simulation
11.3.1. Construction and Management
11.3.2. Life Simulation
11.3.3. Vehicle Simulation
12. Animation & Gaming Market, by End-User
12.1. Enterprises
12.1.1. Advertising Agencies
12.1.2. Educational Institutions
12.1.3. Media & Entertainment Companies
12.2. Individual Consumers
13. Animation & Gaming Market, by Distribution Channel
13.1. Direct Downloads
13.2. Online Stores
13.3. Streaming Services
14. Animation & Gaming Market, by Region
14.1. Americas
14.1.1. North America
14.1.2. Latin America
14.2. Europe, Middle East & Africa
14.2.1. Europe
14.2.2. Middle East
14.2.3. Africa
14.3. Asia-Pacific
15. Animation & Gaming Market, by Group
15.1. ASEAN
15.2. GCC
15.3. European Union
15.4. BRICS
15.5. G7
15.6. NATO
16. Animation & Gaming Market, by Country
16.1. United States
16.2. Canada
16.3. Mexico
16.4. Brazil
16.5. United Kingdom
16.6. Germany
16.7. France
16.8. Russia
16.9. Italy
16.10. Spain
16.11. China
16.12. India
16.13. Japan
16.14. Australia
16.15. South Korea
17. Competitive Landscape
17.1. Market Share Analysis, 2024
17.2. FPNV Positioning Matrix, 2024
17.3. Competitive Analysis
17.3.1. Aardman Animations Limited
17.3.2. Activision Blizzard Inc. by Microsoft Corp.
17.3.3. Adobe Inc.
17.3.4. Anibrain Digital Technologies Private Limited
17.3.5. Bandai Namco Entertainment Inc.
17.3.6. Bonfire Studios, Inc.
17.3.7. Electronic Arts Inc.
17.3.8. Epic Games, Inc.
17.3.9. Framestore Limited
17.3.10. Kevuru Games
17.3.11. NCSOFT Corporation
17.3.12. NetEase Inc.
17.3.13. Nintendo Co. Ltd.
17.3.14. Reliance Industries Ltd.
17.3.15. Sony Group Corporation
17.3.16. Take-Two Interactive Software, Inc.
17.3.17. Technicolor Group
17.3.18. The Foundry Visionmongers Ltd.
17.3.19. The Walt Disney Company
17.3.20. TOEI ANIMATION Co. Ltd.
17.3.21. Toonz Media Group
17.3.22. Unity Technologies
17.3.23. Valve Corporation
17.3.24. WB Television Group
List of Tables
List of Figures

Samples

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Companies Mentioned

The key companies profiled in this Animation & Gaming market report include:
  • Aardman Animations Limited
  • Activision Blizzard Inc. by Microsoft Corp.
  • Adobe Inc.
  • Anibrain Digital Technologies Private Limited
  • Bandai Namco Entertainment Inc.
  • Bonfire Studios, Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Framestore Limited
  • Kevuru Games
  • NCSOFT Corporation
  • NetEase Inc.
  • Nintendo Co. Ltd.
  • Reliance Industries Ltd.
  • Sony Group Corporation
  • Take-Two Interactive Software, Inc.
  • Technicolor Group
  • The Foundry Visionmongers Ltd.
  • The Walt Disney Company
  • TOEI ANIMATION Co. Ltd.
  • Toonz Media Group
  • Unity Technologies
  • Valve Corporation
  • WB Television Group

Table Information