Animated Films Market to See Revolutionary Growth: Pixar Animation Studios, DreamWorks Animation, Sony Pictures Animation

HTF Market Report

Updated · May 27, 2023

Animated Films Market to See Revolutionary Growth: Pixar Animation Studios, DreamWorks Animation, Sony Pictures Animation

Published Via 11Press : According to HTF MI, “Global Animated Films Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2029″. The Global Animated Films Market is anticipated to grow at a compound annual growth rate (CAGR) of 2.5% from 2023 to 2028, reaching USD 2.1 Billion in 2023 and USD 5.0 Billion by 2028.

Cartoons and other motion picture films fall under the umbrella of animated films. Animation is the quick presentation of a series of photographs that provide the appearance of movement in a row by photographing subsequent drawings, models, or even puppets. Animation is typically displayed using motion pictures. Each frame consists of either an artwork, a photograph, or a computer-generated image. Human eyes can only hold a picture for about a tenth of a second, so when multiple images appear quickly one after the other, the brain merges them into a single moving image.

Cartoons are a good illustration of this, however, in modern times, computer-generated imagery (CGI) techniques are used to create the majority of animated films. When you watch an animation in rapid succession, you can infer motion since each frame differs significantly from the one before it. animated films that stimulate the imagination or help the brain process the visual world. As a result, the reduction is utilized in animated films to represent body language since exaggeration and complexity in the audio of images and cartoons require it. Focus is placed on the area around the eyes, lips, and other muscles that are important for expressing emotions, with an emphasis on how facial expressions relate to the situational context.

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Animated Films Market

Key and developing players who have been highlighted as part of the coverage include

  • Pixar Animation Studios,
  • DreamWorks Animation,
  • Sony Pictures Animation,
  • Illumination,
  • Warner Bros,
  • Blue Sky Animation Studios,
  • Paramount Animation,
  • Cartoon Network Studios,
  • Spa Studios,
  • Illusion Softworks,
  • Toho Company, Limited,
  • Studio Ghibli,
  • VASOON Animation,
  • Toei Animation.

Market Drivers

  • The market for animated films is mostly aimed at children. Children are the main emphasis of the business’s animation. Children watch cartoons at all times of the day, and they frequently repeat the same program. The most popular kind of entertainment is cartoons for kids. In cartoons, the antagonist and the protagonist’s conflicts and rivalry frequently drive the entire plot.
  • The appeal of animated films lies in their capacity to animate fantasy in settings that are grounded in reality. Since cartoon films first gained popularity on television more than a century ago, numerous generations of kids, teenagers, adults, and senior citizens have grown up watching them.
  • Children are forced to accept them as commonplace observations in animated movies and try to apply them to situations in real life where they do not belong.
  • Computer animation has long been recognized as a new platform for commercials and special effects in movies. Recently, new industries like multimedia, interactive games, and virtual reality have emerged as a result of the quick rise of powerful super workstations.
  • In these emerging sectors, interactive and real-time animation has grown to be a major concern. On conventional television, the viewer’s only option is to select the program they want to watch. Viewers will be able to interact with shows more and more as digital, interactive, and multimedia products evolve, creating content that is specifically tailored to each viewer.
  • Real-time animation and autonomous virtual actors are essential in the multimedia industry, where interactive functionality is valued immediately. Each film and television producer will be keen to develop fresh features and shows that allow for interactive viewer participation.
  • Authors, editors, and publishers of interactive TV programs, CD-Is, and CD-ROMs that take advantage of growing interactivity need real-time animation expertise.

Market Trend

  • Only 2 seconds of the film may be animated per week by a professional animator at a top animation studio (such as Pixar, Dream Works, or Disney Animation). These films usually cost $200 million or more because the process takes a very long period.
  • Most of this stuff isn’t particularly creative in nature. It entails mapping a character’s responses to their environment and animating that character’s movement in space.
  • Even something as simple as a character reaching for a set of keys can take a skilled animator a week to complete. A key component of virtual production is how technology works with the motion-capture methods used in every major action movie.
  • A format that a visual effects artist can employ is created from the motion of actors moving around a stage while wearing a suit covered in dots.

Market Opportunities

  • The worldwide entertainment industry will reach $100 billion for the first time in 2021. The Motion Picture Association recently released a new study estimating that the global box office and home entertainment market will reach $101 billion in 2019.
  • Global box office receipts were $42.2 billion, and home/mobile entertainment brought in $58.8 billion, according to the report.
  • Despite the fact that home entertainment generated more revenue than in previous years, 76 percent of Americans and Canadians visited a movie theatre at least once in the year prior, according to the survey.
  • 14 percent of the overall rise in home entertainment was attributed to digital growth. Research shows that 55% of adults and 85% of children currently watch TV shows and films on their mobile devices.
  • This opens doors for internet movie distributors like Netflix and YouTube. The broadcast, streaming, and movie industries are all undergoing quick changes. Most importantly, the business keeps innovating and gives cinema and television consumers fantastic narratives when and how they want it. It was shown how important young people are to the industry.

Market Challenges

  • Companies are increasingly deciding to keep their own content as in-house exclusives in order to boost subscriptions. Given that consumers only have a limited amount of disposable income, the expanding number of services that they must pay for in order to view all of their favorite films and television shows risk becoming both overly confusing and prohibitively expensive.
  • Outside of the United States, where geographic viewing restrictions restrict access to popular content, this is particularly true. Some of these users are reverting to piracy as a result.
    • The entertainment industry spent years using a range of harsh tactics, including lawsuits, to combat piracy before realizing that offering users affordable, high-quality, legitimate services was the best course of action.
  • These services attracted a lot of customers since they provided a more affordable and adaptable alternative to traditional cable. In response to the advantages of piracy, digital publishers and distributors are now providing a wide range of content at affordable pricing.
  • Due to this change in consumer and business dynamics, it is challenging to assess the total effects of digital piracy. They assert that these sites have significantly impacted their financial results.
  • On piracy platforms, publicity can frequently outweigh views on the official platform. In response to the advantages of piracy, digital publishers and distributors offer a wide selection of materials at competitive costs.
  • As more businesses compete in the streaming market, they are segregating essential information into an increasing number of exclusive silos.

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Market Breakdown by Applications: 

  • Traditional Animation,
  • 2D Animation,
  • 3D Animation,
  • Motion Graphics,
  • Stop Motion

Market Breakdown by Types:

  • Children,
  • Adults

Report Scope

The Market size value in 2023 USD 2.1 Billion
Revenue Forecast by 2033 USD 5.0 Billion
Growth Rate CAGR Of 2.5%
Regions Covered North America, Europe, the Middle East and Africa, Latin America, and the rest of the world
Historical Years 2018-2022
Base Year 2022
Estimated Year 2023
Short-Term Projection Year 2028


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Content has been published via 11press. for more details please contact at [email protected]

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