31. Januar 2018 Johannes Wolters

The total value of European animation industry was US$ 45.4 billion in 2017 and is projected to reach US$ 46.2 billion by 2020. The size of European video gaming industry was US$ 18 billion in 2017 and is projected to reach US$19.5 billion by 2020.

Interessante Zahlen:

The total value of European animation industry was US$ 45.4 billion in 2017 and is projected to reach US$ 46.2 billion by 2020.

The size of European video gaming industry was US$ 18 billion in 2017 and is projected to reach US$19.5 billion by 2020. The total value of global animation industry was US$ 254 billion in 2017 and is projected to reach US$ 270 billion by 2020. The spend on special effects as a percent of production cost is about 20%-25%. The traditional form of content viewership is giving way to a sharp increase in streaming video consumption.

 

European Animation, VFX & Games Industry: Strategies, Trends & Opportunities, 2018

| Source: Research and Markets

Dublin, Jan. 30, 2018 (GLOBE NEWSWIRE) — The „European Animation, VFX & Games Industry: Strategies, Trends & Opportunities, 2018“ report has been added to ResearchAndMarkets.com’s offering.

The total value of European animation industry was US$ 45.4 billion in 2017 and is projected to reach US$ 46.2 billion by 2020.

The size of European video gaming industry was US$ 18 billion in 2017 and is projected to reach US$19.5 billion by 2020. The total value of global animation industry was US$ 254 billion in 2017 and is projected to reach US$ 270 billion by 2020. The spend on special effects as a percent of production cost is about 20%-25%. The traditional form of content viewership is giving way to a sharp increase in streaming video consumption.

Global consumers are displaying a growing appetite for engaging, high-definition visual experiences. Moviegoers are demanding high quality productions with engaging visual effects and realistic animation and studios are including more animation and VFX shots into films. Consumers are consuming more immersive content across channels such as ultra-high-definition TVs, tablets and smartphones to head mounted devices. Animation, VFX and games content is being consumed not only on Netflix, Amazon, Hulu and Twitch, but also on YouTube, Twitter and Facebook. With the growing internet penetration and access to multimedia devices, customers are spending more time on streaming digital content.

Streaming video is the fastest growing segment distribution channel for animation and is witnessing double digit growth and the same is expected to continue for the next few years. This growth is attributed to the exponential growth in the number of online video viewers throughout the world. Cloud computing is playing a key role in character rendering and modeling processes as cloud based rendering of animation films is more effective and efficient as it reduces the time and cost compared to traditional rendering.

Cloud Gaming services which are growing at an exponential pace would need the right pricing model to both drive adoption and generate sufficient returns for platforms and publishers. The availability of low cost micro-payment systems is allowing users to pay for access or download small quantities of digital content and is the key for online games market to grow. Artificial Intelligence and Machine Learning based techniques are being used for in-game analytics, customer acquisition, retention, cross sell, churn, classify player behavior etc.

Popular eSports tournaments have rich spectator interactions and immersive fan experiences for in-person and online viewers. Micro-segmentation of fans is emerging as eSports leagues and tournament are consolidating various genres, platforms and viewing experiences by careful customer segmentation, targeting and positioning. China has become a leader in eSports and several tournaments are organized throughout the year with millions participating in both online and offline modes.

For more information about this report visit https://www.researchandmarkets.com/research/7xxbpn/european?w=12

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Related Topics: Gaming, Animation Software

https://www.researchandmarkets.com/reports/4449895/global-animation-vfx-and-games-industry#toc

 

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