The report “Animation & Gaming Market Size and Global Forecast (2012-2016)”, as the name suggests, defines and segments the global animation & gaming market with analysis and forecast of the global revenue for each segment. It also identifies driving and restraining factors for the global animation & gaming market with analysis of trends, opportunities, and challenges. The market is segmented and revenue is forecasted on the basis of major geographies such as North America, Europe, Asia-Pacific and Japan, and Rest of the World (ROW), and segments and their sub segments and geographic trends and forecasts.
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Global Animation & Gaming Market worth $242.92 Billion
1. Global Animation & Gaming Market worth $242.92 Billion
The report “Animation & Gaming Market Size and Global Forecast (2012-2016)”, as the name
suggests, defines and segments the global animation & gaming market with analysis and forecast of the
global revenue for each segment. It also identifies driving and restraining factors for the global
animation & gaming market with analysis of trends, opportunities, and challenges. The market is
segmented and revenue is forecasted on the basis of major geographies such as North America, Europe,
Asia-Pacific and Japan, and Rest of the World (ROW), and segments and their sub segments and
geographic trends and forecasts.
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Browse more than 75 market data tables/figures spread through 190 pages and in-depth TOC on
“Animation & Gaming Market Size and Global Forecast (2012-2016)”.
http://www.marketsandmarkets.com/Market-Reports/animation-gaming-market-514.html
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In the overall animation creation process, most of the less creative work is outsourced to low cost
emerging countries such as India, Singapore, Malaysia and China, whereas the rest of the work is
produced by the U.S. and Europe; therefore APJ is the fastest growing market with regards to animation.
As far as gaming market is concerned, Europe is supported by several government policies and
governing bodies such as PEGI (The Pan-European Game Information), and The German Trade
Association of Interactive Entertainment Software (BIU).
The global animation and gaming market is expected to grow from $122.20 billion in 2010 to $242.92
billion by 2016. The gaming market is the fastest growing, with a Y-O-Y of 17.46% by 2016, registering a
CAGR of 13.71%; the Y-O-Y growth of the animation market will be 15.83% at a CAGR of 12.50% from
2011 to 2016.
The global animation and gaming market is growing at a CAGR of 12.94% from 2011 to 2016. The major
factors driving the animation and gaming market are expansion of target market, government initiatives,
greater penetration, and accessibility of broadband internet, growth in the mobile subscriber base;
shortage of training, and skills, and piracy remain the major market restraints.
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Key findings
To define and measure the global animation and gaming software market size
To forecast the revenue of the global animation and gaming software market size and forecast
with respect to four main geographies i.e. North America, Europe, Asia-Pacific and Japan, and
ROW (Rest of the World).
To identify the major market trends and the factors driving or inhibiting the growth of the global
animation and gaming software market size and forecast
To strategically analyze the market in each region with respect to individual growth trends and
contribution to the global animation and gaming software market size and forecast
2. To analyze the opportunities in the market for the stakeholders by identifying high-growth
segments of the global animation and gaming software market size and forecast
To strategically profile the key players of the global animation and gaming software market size
and forecast, and comprehensively analyze their market shares and core competencies in each
segment
To track and analyze the competitive developments such as alliances, joint ventures, mergers
and acquisitions in the global animation and gaming software market size and forecast
The major geographies such as North America, Europe, Asia-Pacific and Japan, and Rest of the World
(ROW) are taken into consideration.
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