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Animation & Gaming Market - Global Forecast 2025-2032

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    Report

  • 190 Pages
  • November 2025
  • Region: Global
  • 360iResearch™
  • ID: 5715542
UP TO OFF until Jan 01st 2026
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The animation and gaming market is transforming rapidly, fueled by advances in technology, evolving consumer engagement, and expanding global reach. Senior decision-makers need targeted insights to navigate this dynamic sector, capture growth, and optimize investment.

Market Snapshot: Animation & Gaming Market Growth and Outlook

The Animation & Gaming Market grew from USD 227.24 billion in 2024 to USD 255.56 billion in 2025. Market expansion is expected to continue at a CAGR of 13.10%, reaching USD 608.79 billion by 2032. This robust trajectory reflects strong momentum in digital content creation, cross-platform distribution, and consumer adoption of immersive experiences.

Scope & Segmentation

  • Offerings: 2D Animation; 3D Animation; Motion Graphics; Stop Motion; Augmented Reality (AR) Gaming; Cloud Gaming; Console Gaming; Mobile Gaming; PC Gaming; Virtual Reality (VR) Gaming.
  • Gaming Platforms: Nintendo Switch; PlayStation; Xbox; Android; iOS; Linux; MacOS; Windows; Browser-Based; HTML5 Games.
  • Age Groups: Less than 18; 18-35; Above 35.
  • Content Types: Action (Fighting, Shooter, Survival); Adventure (Platformers, Puzzle, Role-Playing); Simulation (Construction and Management, Life Simulation, Vehicle Simulation).
  • End-Users: Enterprises (Advertising Agencies, Educational Institutions, Media & Entertainment Companies); Individual Consumers.
  • Distribution Channels: Direct Downloads; Online Stores; Streaming Services.
  • Regions: Americas (United States, Canada, Mexico, Brazil, Argentina, Chile, Colombia, Peru); Europe, Middle East & Africa (United Kingdom, Germany, France, Russia, Italy, Spain, Netherlands, Sweden, Poland, Switzerland, United Arab Emirates, Saudi Arabia, Qatar, Turkey, Israel, South Africa, Nigeria, Egypt, Kenya); Asia-Pacific (China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan).
  • Major Players: 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.

Key Takeaways

  • Rapid advances in artificial intelligence, real-time rendering, and cloud infrastructure are driving content innovation and reducing production timelines.
  • Consumer demand is shifting toward immersive, interactive platforms, with growing adoption of AR, VR, and mixed reality experiences across diverse age groups.
  • Supply chain strategies and sourcing flexibility are critical as global tariff changes influence hardware costs and logistics planning.
  • Strong regional variations exist, with Americas focused on franchise expansion and esports, EMEA prioritizing narrative and independent content, and Asia-Pacific driving mobile-first adoption.
  • Strategic integration between technology providers, content creators, and distributors is shaping new revenue models, including subscription-based access and live-service offerings.

Tariff Impact on Animation & Gaming Supply Chains

Recent United States tariffs have directly impacted component and hardware costs for animation and gaming, prompting manufacturers to diversify supply chains and seek tariff-exempt assembly zones. These measures aim to minimize cost escalation for consumers while maintaining production capacity and resilience. Studios are also optimizing creative workflows and content investment by leveraging modular assets and open-source technologies in response to increased capital allocation for logistics and materials.

Methodology & Data Sources

This report utilizes structured interviews with industry leaders and expert consultations, supported by financial analysis and data triangulation. Secondary research includes public filings, patent databases, and industry publications to ensure robust coverage and validation. Ongoing scenario analysis prepares decision-makers for regulatory and technological inflection points.

Why This Report Matters

  • Enables informed, strategic decision-making with a comprehensive view of evolving markets, consumer behaviors, and competitive technology trends.
  • Supports risk mitigation and opportunity capture with actionable insights across regional, technological, and regulatory dimensions.

Conclusion

The animation and gaming market is evolving through innovation, adaptive supply chains, and diversified audience engagement. Organizations that align strategies with these trends will remain poised to achieve sustainable growth and long-term value.

 

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

Companies Mentioned

The 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