Europe Animation Market – Industry Trends and Forecast to 2029

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Europe Animation Market – Industry Trends and Forecast to 2029

  • ICT
  • Published Report
  • Sep 2022
  • Europe
  • 350 Pages
  • No of Tables: 20
  • No of Figures: 24

Europe Animation Market, By Revenue Stream (OTT, Advertising, Sale of Tickets, Others) – Industry Trends and Forecast to 2029 

Animation Market

Europe Animation Market Analysis and Size

Data Bridge Market Research analyses that the animation market is expected to reach the value of USD 99,652.38 million by 2029, at a CAGR of 4.8% during the forecast period. “OTT" accounts for the largest offering segment in the animation market. Europe OTT revenue stream is increasing over the years because of the increase in internet penetration across the world and advancement of technology which is utilized to develop high precision IoT network. The animation market report also covers pricing analysis, patent analysis, and technological advancements in depth.  

Animation Market

Animation Market

This animation market report provides details of market share, new developments, and product pipeline analysis, impact of domestic and localised market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, product approvals, strategic decisions, product launches, geographic expansions, and technological innovations in the market. To understand the analysis and the market scenario contact us for an Analyst Brief, our team will help you create a revenue impact solution to achieve your desired goal.

Report Metric

Details

Forecast Period

2022 to 2029

Base Year

2021

Historic Years

2020 (Customizable to 2019 - 2015)

Quantitative Units

Revenue in USD Million, Volumes in Units, Pricing in USD

Segments Covered

By Revenue Stream (OTT, Advertising, Sale of Tickets, Others)

Countries Covered

Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Sweden, Poland, Turkey, Rest of Europe in Europe

Market Players Covered

Warner Bros. Discovery, Inc, Sony Pictures Digital Productions Inc., DREAMWORKS ANIMATION, TOEI ANIMATION CO., LTD., Disney, Paramount, NETFLIX, AARDMAN ANIMATIONS LTD, OLM, Inc., Madman Entertainment Pty. Ltd., Kyoto Animation Co.,Ltd., Pierrot Co.,Ltd., BluBlu Studios, NIPPON ANIMATION CO., LTD., SUNRISE, Pixeldust Framestore, Illumination Mac Guff, LAIKA, LLC and MPC Film among others.

Market Definition

Animation is a method of photographing successive drawings, models, or even puppets, to create an illusion of movement in a sequence. Animation creates a simulation of movement created by a series of pictures. Animation involves the exploitation and management of still images to generate the illusion of movement. Animation allows storytellers in unique ways. Animation is important because it enables us to tell stories and communicate emotions and ideas in a unique, easy-to-perceived way for both small children and adults. Animation helps to connect people throughout the world in a way that sometimes writing and live-action films cannot. Animated movies appeal to a broad range of audiences. There are different types of animation such as:

  • Traditional Animation
  • 2D Animation (Vector-based)
  • 3D Animation
  • Motion Graphics
  • Stop Motion

Animation Market Dynamics

Drivers

  • Rise in trend of animated films and daily soaps

The animated content is growing at a healthy rate across the globe because of which the broadcasters are increasing the interest towards the launching of animated shows and the daily soaps for the children is gaining a huge demand  which has resulted in increasing the launch of new daily soaps. Thus, the rising trend of animated films and daily soaps, acts as a major driver for the growth of the Europe animation market.

  • Rapid growth of the animation industry

The pandemic has helped the people to explore new avenues of entertainment because of which OTT platforms has emerged as a trending entertainment platform. The rise of OTT has positively influenced the animation industry with a growth in viewership especially for children’s content. Nowadays, OTT is playing a major role in the entertainment industry and has helped to advance VFX and animation technologies. Thus, the worldwide animation industry is growing day by day which promotes the growth of the Europe animation market and acts as a driver for the growth of the market.

  • Rise in trend of 3D animation

The popularity of computers has increased, the 3D animation market has started evolving and gained an important role in the entertainment sector as it enables to tell stories and express emotions and ideas more clearly with correct descriptions. Moreover, most of the companies use 3D animations to present their ideas and product models. The commercial usage of 3D animation has several benefits of improving the sharing ability, credibility, and provides better engagement system and many others.

Increased usage of smartphones and internet penetration 

The huge number of smartphone users worldwide that impacts the adoption of animated content through smartphones which drives the market growth. China, India, and U.S. are the countries which are noted with the increased number of smartphone users. Thus, the increasing adoption of animated content through smartphone devices and internet services across the globe due to the current pandemic situation acts as a driving factor for the growth of the market.

Restraint/Challenge

  • Lack of the government support

Insufficient government support affects the growth of animation worldwide. Animation across countries lacks funding from the government which impacts the production of a high percentage of animated films due to lack of initial high investment. Tax benefits and treaties are also not provided by the government.

  • Lack of skilled professionals

Rapid technological advancements and innovations in the media and entertainment industry are making it difficult for workers, employees, and staff to match their skill set with the needs of the growing and technologically updated businesses. This creates a skill gap between the staff and employers. There is a shortage of skilled employees with relevant qualifications as technology upgrades day by day.

Recent Development

  • In January 2020, AARDMAN ANIMATIONS LTD along with Greenpeace launched a powerful new animated film to highlight the plight of the world’s oceans. This newly launched animated film highlights the Europe ocean crisis. This has helped the company to generate more revenue and enhance its offerings to grow in the market

Animation Market Scope

The animation market is segmented on the basis of revenue stream. The growth amongst these segments will help you analyse meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Revenue Stream

  • OTT
  • Advertising
  • Sale of Tickets
  • Others

Animation Market

On the basis of revenue stream, the animation market is segmented into OTT, advertising, sale of tickets and others.

Animation Market Regional Analysis/Insights

The animation market is analysed and market size insights and trends are provided by country, revenue stream industry as referenced above.

The countries covered in the animation market report are Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Sweden, Poland, Turkey, and Rest of Europe in Europe

France dominates the Europe region due to rise in the digitalization in business process and need for virtual visualization through 2D and 3D animation.

The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of Europe brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and Animation Market Share Analysis

The animation market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, Europe presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to animation market.

Some of the major players operating in the animation market are Warner Bros. Discovery, Inc, Sony Pictures Digital Productions Inc., DREAMWORKS ANIMATION, TOEI ANIMATION CO., LTD., Disney, Paramount, NETFLIX, AARDMAN ANIMATIONS LTD, OLM, Inc., Madman Entertainment Pty. Ltd., Kyoto Animation Co., Ltd., Pierrot Co., Ltd., BluBlu Studios, NIPPON ANIMATION CO., LTD., SUNRISE, Pixeldust Framestore, Illumination Mac Guff, LAIKA, LLC and MPC Film among others.


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Table of Content

1 INTRODUCTION

1.1 OBJECTIVES OF THE STUDY

1.2 MARKET DEFINITION

1.3 OVERVIEW OF EUROPE ANIMATION MARKET

1.4 CURRENCY AND PRICING

1.5 LIMITATIONS

1.6 MARKETS COVERED

2 MARKET SEGMENTATION

2.1 MARKETS COVERED

2.2 GEOGRAPHICAL SCOPE

2.3 YEARS CONSIDERED FOR THE STUDY

2.4 DBMR TRIPOD DATA VALIDATION MODEL

2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS

2.6 DBMR MARKET POSITION GRID

2.7 VENDOR SHARE ANALYSIS

2.8 MULTIVARIATE MODELING

2.9 REVENUE STREAM TIMELINE CURVE

2.1 SECONDARY SOURCES

2.11 ASSUMPTIONS

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

4.1 INNOVATIVE TRENDS IN ANIMATION TECHNOLOGY

4.1.1 WHITEBOARD ANIMATION

4.1.2 ANIMATED WEB SERIES

4.1.3 REAL-TIME RENDERING

4.1.4 MOTION GRAPHICS

4.1.5 ISOMETRIC ANIMATION

4.1.6 LIQUID MOTION

4.1.7 VIRTUAL REALITY (VR) /AUGMENTED REALITY (AR)

4.1.8 GRADIENTS

4.2 PRICING ANALYSIS

4.3 VALUE CHAIN ANALYSIS

5 MARKET OVERVIEW

5.1 DRIVERS

5.1.1 RISE IN TREND OF ANIMATED FILMS AND DAILY SOAPS

5.1.2 RAPID GROWTH OF THE ANIMATION INDUSTRY

5.1.3 SHIFTED FOCUS OF BUSINESSES FROM CONVENTIONAL MODES OF ADVERTISING TO DIGITAL ADVERTISING

5.1.4 RISE IN TREND OF 3D ANIMATION

5.1.5 INCREASED USAGE OF SMARTPHONES AND INTERNET PENETRATION

5.2 RESTRAINTS

5.2.1 LACK OF THE GOVERNMENT SUPPORT

5.2.2 RISE IN CONCERNS RELATED TO PIRACY OF CONTENT

5.3 OPPORTUNITIES

5.3.1 THE EMERGENCE OF TECHNOLOGIES SUCH AS VIRTUAL REALITY, AUGMENTED REALITY, AND ARTIFICIAL INTELLIGENCE

5.3.2 INCREASED PREFERENCE TO CREATE HIGH-DEFINITION (HD) CONTENT

5.3.3 RAPID GROWTH AND EXPANSION OF THE MEDIA AND ENTERTAINMENT INDUSTRY

5.3.4 INCREASE IN GROWTH IN INVESTMENTS AND EXPANSIONS MADE BY STAKEHOLDERS

5.4 CHALLENGE

5.4.1 LACK OF SKILLED PROFESSIONALS

6 EUROPE ANIMATION MARKET, BY REVENUE STREAM

6.1 OVERVIEW

6.2 OTT

6.3 SALE OF TICKETS

6.4 ADVERTISING

6.5 OTHERS

7 EUROPE ANIMATION MARKET, BY REGION

7.1 EUROPE

7.1.1 FRANCE

7.1.2 U.K.

7.1.3 GERMANY

7.1.4 SPAIN

7.1.5 ITALY

7.1.6 RUSSIA

7.1.7 TURKEY

7.1.8 POLAND

7.1.9 NETHERLANDS

7.1.10 BELGIUM

7.1.11 SWEDEN

7.1.12 SWITZERLAND

7.1.13 REST OF EUROPE

8 EUROPE ANIMATION MARKET, COMPANY LANDSCAPE

8.1 COMPANY SHARE ANALYSIS: EUROPE

9 SWOT ANALYSIS

10 COMPANY PROFILE

10.1 DISNEY

10.1.1 COMPANY SNAPSHOT

10.1.2 REVENUE ANALYSIS

10.1.3 COMPANY SHARE ANALYSIS

10.1.4 SERVICE PORTFOLIO

10.1.5 RECENT DEVELOPMENTS

10.2 PARAMOUNT

10.2.1 COMPANY SNAPSHOT

10.2.2 REVENUE ANALYSIS

10.2.3 COMPANY SHARE ANALYSIS

10.2.4 SERVICE PORTFOLIO

10.2.5 RECENT DEVELOPMENTS

10.3 NETFLIX

10.3.1 COMPANY SNAPSHOT

10.3.2 REVENUE ANALYSIS

10.3.3 COMPANY SHARE ANALYSIS

10.3.4 SERVICE PORTFOLIO

10.3.5 RECENT DEVELOPMENT

10.4 WARNER MEDIA, LLC

10.4.1 COMPANY SNAPSHOT

10.4.2 REVENUE ANALYSIS

10.4.3 COMPANY SHARE ANALYSIS

10.4.4 SERVICE PORTFOLIO

10.4.5 RECENT DEVELOPMENTS

10.5 SONY PICTURES DIGITAL PRODUCTIONS INC.

10.5.1 COMPANY SNAPSHOT

10.5.2 COMPANY SHARE ANALYSIS

10.5.3 SERVICE PORTFOLIO

10.5.4 RECENT DEVELOPMENT

10.6 AARDMAN ANIMATIONS LTD

10.6.1 COMPANY SNAPSHOT

10.6.2 PRODUCT PORTFOLIO

10.6.3 RECENT DEVELOPMENT

10.7 BLUBLU STUDIOS

10.7.1 COMPANY SNAPSHOT

10.7.2 SERVICE PORTFOLIO

10.7.3 RECENT DEVELOPMENTS

10.8 DREAMWORKS ANIMATION

10.8.1 COMPANY SNAPSHOT

10.8.2 SERVICE PORTFOLIO

10.8.3 RECENT DEVELOPMENTS

10.9 FRAMESTORE

10.9.1 COMPANY SNAPSHOT

10.9.2 SERVICE PORTFOLIO

10.9.3 RECENT DEVELOPMENTS

10.1 ILLUMINATION MAC GUFF.

10.10.1 COMPANY SNAPSHOT

10.10.2 SERVICE PORTFOLIO

10.10.3 RECENT DEVELOPMENT

10.11 KYOTO ANIMATION

10.11.1 COMPANY SNAPSHOT

10.11.2 PRODUCT PORTFOLIO

10.11.3 RECENT DEVELOPMENT

10.12 LAIKA, LLC

10.12.1 COMPANY SNAPSHOT

10.12.2 PRODUCT PORTFOLIO

10.12.3 RECENT DEVELOPMENTS

10.13 MADMAN ENTERTAINMENT PTY. LTD.

10.13.1 COMPANY SNAPSHOT

10.13.2 PRODUCT PORTFOLIO

10.13.3 RECENT DEVELOPMENT

10.14 MPC FILM

10.14.1 COMPANY SNAPSHOT

10.14.2 PRODUCT PORTFOLIO

10.14.3 RECENT DEVELOPMENT

10.15 NIPPON ANIMATION CO. LTD.

10.15.1 COMPANY SNAPSHOT

10.15.2 PRODUCT PORTFOLIO

10.15.3 RECENT DEVELOPMENT

10.16 OLM, INC.

10.16.1 COMPANY SNAPSHOT

10.16.2 PRODUCT PORTFOLIO

10.16.3 RECENT DEVELOPMENT

10.17 PIERROT CO., LTD.

10.17.1 COMPANY SNAPSHOT

10.17.2 PRODUCT PORTFOLIO

10.17.3 RECENT DEVELOPMENTS

10.18 PIXELDUST

10.18.1 COMPANY SNAPSHOT

10.18.2 SERVICE PORTFOLIO

10.18.3 RECENT DEVELOPMENT

10.19 SUNRISE

10.19.1 COMPANY SNAPSHOT

10.19.2 PRODUCT PORTFOLIO

10.19.3 RECENT DEVELOPMENT

10.2 TOEI ANIMATION CO., LTD

10.20.1 COMPANY SNAPSHOT

10.20.2 REVENUE ANALYSIS

10.20.3 PRODUCT PORTFOLIO

10.20.4 RECENT DEVELOPMENT

11 QUESTIONNAIRE

12 RELATED REPORTS

List of Table

TABLE 1 EUROPE ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 2 EUROPE OTT IN ANIMATION MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 3 EUROPE SALE OF TICKETS IN ANIMATION MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 4 EUROPE ADVERTISING IN ANIMATION MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 5 EUROPE OTHERS IN ANIMATION MARKET, BY REGION, 2020-2029 (USD MILLION)

TABLE 6 EUROPE ANIMATION MARKET, BY COUNTRY, 2020-2029 (USD MILLION)

TABLE 7 EUROPE ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 8 FRANCE ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 9 U.K. ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 10 GERMANY ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 11 SPAIN ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 12 ITALY ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 13 RUSSIA ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 14 TURKEY ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 15 POLAND ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 16 NETHERLANDS ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 17 BELGIUM ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 18 SWEDEN ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 19 SWITZERLAND ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

TABLE 20 REST OF EUROPE ANIMATION MARKET, BY REVENUE STREAM, 2020-2029 (USD MILLION)

List of Figure

FIGURE 1 EUROPE ANIMATION MARKET: SEGMENTATION

FIGURE 2 EUROPE ANIMATION MARKET: DATA TRIANGULATION

FIGURE 3 EUROPE ANIMATION MARKET: DROC ANALYSIS

FIGURE 4 EUROPE ANIMATION MARKET: EUROPE VS REGIONAL MARKET ANALYSIS

FIGURE 5 EUROPE ANIMATION MARKET: COMPANY RESEARCH ANALYSIS

FIGURE 6 EUROPE ANIMATION MARKET: INTERVIEW DEMOGRAPHICS

FIGURE 7 EUROPE ANIMATION MARKET: DBMR MARKET POSITION GRID

FIGURE 8 EUROPE ANIMATION MARKET: VENDOR SHARE ANALYSIS

FIGURE 9 EUROPE ANIMATION MARKET: SEGMENTATION

FIGURE 10 RISING TREND OF ANIMATED FILMS AND DAILY SOAPS IS EXPECTED TO DRIVE EUROPE ANIMATION MARKET IN THE FORECAST PERIOD OF 2022 TO 2029

FIGURE 11 OTT SEGMENT IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF EUROPE ANIMATION MARKET IN 2022 & 2029

FIGURE 12 VALUE CHAIN ANALYSIS FRAMEWORK

FIGURE 13 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGE OF EUROPE ANIMATION MARKET

FIGURE 14 EUROPE TICKET SALES AND MARKET SHARE FOR DIGITAL ANIMATION, 2010 TO 2021

FIGURE 15 NUMBER OF SMARTPHONE USERS WORLDWIDE, FROM 2016 TO 2021

FIGURE 16 PIRATE SITES VISITS PER COUNTRY

FIGURE 17 PERCENTAGE OF VR/AR USAGE

FIGURE 18 EUROPE ANIMATION MARKET, BY REVENUE STREAM, 2021

FIGURE 19 EUROPE ANIMATION MARKET: SNAPSHOT (2021)

FIGURE 20 EUROPE ANIMATION MARKET: BY COUNTRY (2021)

FIGURE 21 EUROPE ANIMATION MARKET: BY COUNTRY (2022 & 2029)

FIGURE 22 EUROPE ANIMATION MARKET: BY COUNTRY (2021 & 2029)

FIGURE 23 EUROPE ANIMATION MARKET: BY REVENUE STREAM (2022-2029)

FIGURE 24 EUROPE ANIMATION MARKET: COMPANY SHARE 2021 (%)

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Research Methodology

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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