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Global Animation Outsourcing Market - Forecasts from 2022 to 2027

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  • 132 Pages
  • December 2022
  • Region: Global
  • Knowledge Sourcing Intelligence LLP
  • ID: 5716717

The global animation outsourcing market is estimated to be valued at US$135.938 billion in 2020.

Animation is regarded as a technique of creating moving graphics from visual files which is done with the help of animation software. It is imperative in creating transition 3D computer animations, illusions, motion graphics and much more. Animation is one stop which is expressive of exercising one’s imagination and leading to the expansion of creative horizons. Outsourcing animation is in demand as there is an increase in the number of animation companies in developing economies which are equipped with skilled manpower that is done through training programs.

The cost which is associated with this form of outsourcing is regarded to be a primary driver for the growth of this market during the forecast period as global animation players look out for cost-effective production options. On the other hand, technological advancement in technology sectors as well as in the communication sectors across the globe is regarded to be another major factor driving growth.

The emergence of artificial intelligence and visual reality technologies is further expected to boost the demand for global animations as various XR (Extended Reality) such as virtual reality is becoming advanced in terms of their use and applications which brings out the creativity in the industry of animation.

Increasing demand for Hybrid Animation

Growth in hybrid animation coupled with 3D-enabled technology is one of the major driving factors for this market. Hybrid animation is a blend of two-dimensional (2D) and three-dimensional (3D) animation which is also regarded to be one of the most commonly used methods by animators or designers to make short stories, cartoons and many more. The creative approach of animatronics has given birth to two hybrid animations which are a blend of the sensibilities of both dimensional styles. 2D and 3D types of animations are most commonly used in OTT platforms, movies, gaming and other animation platforms. the rapid growth in content streaming has enabled creators in making better content two steps forward in the level of the content graph.

Hybrid animation is the creation of moving pictures in a 2D environment which is done through the computerization of the animation software. The market in order to cope with the recent technological advancements has further led to the introduction of 3D animation but a combination of these is expected to yield much better results in the industry of animation.

One of the major benefits of hybrid animation is the creation and manipulation of the objects which becomes easy as hybrid animation cartoons are known to be in a simpler form of animation.

Asia Pacific is estimated to hold a significant share

Asia Pacific is estimated to hold a significant share of the global animation market as it is driven by government policy and market demand. For example, China which is regarded as the largest emerging economy is experiencing significant restructuring and growth in the animation industry. It is very common for companies to cluster quickly and expand across the nation resulting in an increase in TV distribution and new media channels.

Moreover, the country’s animation and visual effects industry is estimated to have significant growth in global animation, VFX, comics industry and even gaming. The global animation industry is investing more in its virtual production which can be operated remotely and efficiently with only a small number of people, with much more effective artist management as well as fewer shooting days.

Market Developments

  • In July 2021, Adobe partnered with blender to come up with new plugins and funds in the community of three-dimensional technology in order to ensure products such as Substance 3D and Mixamo in being accessible and available to as many people as possible.
  • In October 2020, Toon boom moved forward with the release of the new version called producer 20 which is effective in supporting studios to cater for the demand for original animated content and for the evolving production sites worldwide by enabling asset management and product development.
  • In August 2021, unreal engine 4.27 was released by Epic Games with a new feature for developers and creators across gaming development, movies and televisions, automation as well as architecture.

Market Segmentation:

By Types

  • 2D Animation
  • 3D Animation
  • Motion Graphics
  • Stop Motion
  • Others

By Industry

  • Media and Entertainment
  • Education
  • Healthcare
  • Others

By Geography

  • North America
  • USA
  • Canada
  • Others
  • South America
  • Brazil
  • Others
  • Europe
  • Germany
  • UK
  • France
  • Others
  • Middle East and Africa
  • Israel
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Indonesia
  • Thailand
  • Others

Table of Contents

1.1. Market Overview
1.2. COVID-19 Scenario
1.3. Market Definition
1.4. Market Segmentation

2.1. Research Data
2.2. Assumptions

3.1. Research Highlights

4.1. Market Drivers
4.2. Market Restraints
4.3. Porter’s Five Force Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis

5.1. Introduction
5.2. 2D Animation
5.3. 3D Animation
5.4. Motion Graphics
5.5. Stop Motion
5.6. Others

6.1. Introduction
6.2. Media and Entertainment
6.3. Education
6.4. Healthcare
6.5. Others

7.1. Introduction
7.2. North America
7.2.1. United States
7.2.2. Canada
7.2.3. Mexico
7.3. South America
7.3.1. Brazil
7.3.2. Argentina
7.3.3. Others
7.4. Europe
7.4.1. Germany
7.4.2. France
7.4.3. United Kingdom
7.4.4. Spain
7.4.5. Others
7.5. Middle East and Africa
7.5.1. Israel
7.5.2. Saudi Arabia
7.5.3. Others
7.6. Asia Pacific
7.6.1. China
7.6.2. Japan
7.6.3. South Korea
7.6.4. India
7.6.5. Others

8.5. Major Players and Strategy Analysis
8.6. Emerging Players and Market Lucrativeness
8.7. Mergers, Acquisitions, Agreements, and Collaborations
8.8. Vendor Competitiveness Matrix

9.1. Innovecs
9.2. N-iX LLC
9.3. BackofficePro
9.4. Zvky Design Studio Private Limited
9.5. Digitoonz
9.6. Next Animation Studio Ltd.
9.7. G-angle
9.8. Flatworld Solutions Pvt. Ltd.

Companies Mentioned

  • Innovecs
  • N-iX LLC
  • BackofficePro
  • Zvky Design Studio Private Limited
  • Digitoonz
  • Next Animation Studio Ltd.
  • G-angle
  • Flatworld Solutions Pvt. Ltd.