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세계의 애니메이션용 생성형 AI 시장 규모, 점유율, 업계 분석 리포트 : 컴포넌트별, 유형별, 최종 용도별, 지역별, 전망과 예측(2025-2032년)

Global Generative AI In Animation Market Size, Share & Industry Analysis Report By Component, By Type, By End Use (Gaming, Advertising, Movie Production, Televisions, and Other End Use), By Regional Outlook and Forecast, 2025 - 2032

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 475 Pages | 배송안내 : 즉시배송

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

애니메이션용 생성형 AI 시장 규모는 예측 기간 중 39.0%의 CAGR로 시장 성장하며, 2032년까지 86억 7,000만 달러에 달할 것으로 예상됩니다.

주요 하이라이트:

  • 북미 시장은 2024년 애니메이션 생성형 AI 시장을 장악하여 2024년 33.00%의 매출 점유율을 차지했습니다.
  • 미국 시장은 2032년까지 시장 규모가 20억 1,000만 달러에 달할 것으로 예상되며, 북미 시장에서의 리더십을 유지할 것으로 예측됩니다.
  • 다양한 구성 요소 중 솔루션 부문이 2024년 매출 점유율의 72.19%를 차지하며 세계 시장을 장악했습니다.
  • 유형별로는 변압기 부문이 2032년까지 37.67%의 매출 점유율을 기록하며 세계 시장을 주도할 것으로 예측됩니다.
  • 게임 시장은 2024년 주요 최종 용도로 부상하여 30.22%의 매출 점유율을 차지하며, 예측 기간 중에도 그 우위를 유지할 것으로 예측됩니다.

생성형 AI는 애니메이션 워크플로우뿐만 아니라 주류 제작 엔진으로서 놀라운 속도로 성장하고 있으며, 과거에는 학술적 연구에 국한되었던 자산 생성 및 스토리 시각화를 변화시키고 있습니다. 조직과 정부는 학습 데이터, 권리 관리, 저작권에 관한 규정을 제정하고 합법적이고 감사 가능한 AI 파이프라인의 도입을 촉진하고 있습니다. NVIDIA, Autodesk, Adobe와 같은 OEM은 AI를 자사 플랫폼에 통합하여 애니메이터가 모션 블록, 퍼포먼스 리타겟팅, 스토리보드 제작, 컨텐츠 현지화 속도를 높일 수 있도록 돕고 있습니다. 이 전환을 통해 독립 크리에이터와 스튜디오는 디자인, 반복 작업 및 크리에이티브 디렉팅에 집중할 수 있게 되었습니다.

애니메이션 분야에서의 생성형 AI 시장 도입은 OpenUSD와 같은 구상을 통한 상호 운용 가능한 3D 파이프라인의 표준화, 실시간 프롬프트 투 모션 및 음성/얼굴 시스템을 통한 AI 지원 성능의 통합, 그리고 크리에이터 중심의 AI 비디오 생성 플랫폼의 성장에 힘입어 확대되고 있습니다. Runway와 같은 기업은 인력 및 정책에 대한 고려로 인해 인간에 의한 감독을 보장하고, 크레딧을 최우선으로 하면서도 창작의 속도와 혁신 커뮤니티를 중시합니다. 또한 AI 기반 툴은 크리에이터가 새로운 기술과 새로운 스타일을 시도할 수 있게 해주고, 더 다양한 컨텐츠를 제공할 수 있게 해줍니다. AI의 발전은 애니메이션의 변혁을 보장하고, 애니메이션의 생성형 AI 시장 확대를 지원하고 있습니다.

KBV Cardinal matrix- 애니메이션 생성형 AI 시장의 경쟁 분석

KBV Cardinal matrix에 나타난 분석에 따르면 Google LLC와 NVIDIA Corporation이 애니메이션 생성형 AI 시장의 선두주자입니다. 2025년 5월, Google LLC는 대사와 효과음 등 오디오를 통합하는 생성형 AI 비디오 툴인 Veo 3를 발표했습니다. OpenAI의 Sora와 경쟁하는 Veo 3는 리얼리티와 립싱크가 뛰어납니다. 구글의 249.99달러짜리 울트라 요금제에서 사용할 수 있으며, AI 애호가를 대상으로 고급 프롬프트 기능과 편집 기능을 통해 영화와 같은 동영상 제작을 지원합니다. Adobe, The Walt Disney Company, ServiceNow와 같은 기업은 애니메이션 생성형 AI 시장의 주요 혁신가입니다.

COVID-19의 영향 분석

COVID-19 팬데믹은 일반적인 애니메이션 파이프라인에 혼란을 가져왔지만, 스튜디오와 크리에이터들이 디지털 우선 솔루션을 모색하는 과정에서 생성형 AI의 활용을 가속화했습니다. AI 툴은 립싱크, 배경 생성, 모션 생성 등을 담당하며, 소규모 팀은 리소스가 부족한 상황에서도 작업을 지속할 수 있었습니다. 스트리밍 컨텐츠의 인기가 높아짐에 따라 생성 모델은 스토리보드 작성, 컨셉 디자인, 장면 렌더링을 가속화하여 프로젝트가 제때에 납품될 수 있도록 했습니다. 클라우드 기반 AI 플랫폼을 통해 분산된 팀이 실시간으로 협업할 수 있게 되었습니다. 이는 유연한 제작을 위한 새로운 기준을 세웠습니다. 합리적인 가격의 AI 솔루션은 애니메이션을 더욱 친숙하게 만들고, 독립 아티스트와 소규모 스튜디오가 전문가 수준의 컨텐츠를 제작할 수 있도록 돕고 있습니다. 이는 위기 속에서 새로운 스토리텔링 형식과 혁신으로 이어졌습니다. 이처럼 COVID-19 팬데믹은 시장에 긍정적인 영향을 미쳤습니다.

시장 점유율 분석

유형별 전망

유형에 따라 시장은 트랜스포머, GAN, VAE, 기타 유형으로 분류됩니다. GAN 부문은 2024년 전체 시장 매출의 29%를 차지했습니다. GAN 부문은 애니메이션 컨텐츠의 품질을 높이는 사실적인 이미지, 텍스처, 캐릭터 디자인 제작에 크게 기여해왔기 때문에 시장에서 높은 연관성을 가지고 있습니다. GAN은 단편 애니메이션과 장편 애니메이션 프로젝트 모두에 필수적인 스타일 전송, 배경 생성, 시각적 충실도 향상에 특히 효과적입니다.

최종 용도 전망

최종 용도에 따라 시장은 게임, 광고, 영화 제작, TV(오버 더 탑), 기타 최종 용도로 분류됩니다. 광고 부문은 2024년 시장 매출의 21%를 차지했습니다. 이 분야에서는 개인화되고, 시각적으로 매력적이며, 비용 효율적인 애니메이션 컨텐츠를 제작하기 위한 수단으로 생성형 AI가 활용되고 있습니다. 광고주들은 AI 기반 애니메이션을 활용하여 다양한 오디언스의 공감을 불러일으키는 단납기 캠페인, 디지털 광고, 소셜미디어 컨텐츠를 제작하고 있습니다.

지역 전망

지역별로 애니메이션 생성형 AI 시장은 북미, 유럽, 아시아태평양 및 LAMEA에서 분석되고 있습니다. 북미 부문은 2024년 시장에서 33%의 매출 점유율을 기록할 것으로 예측됩니다. 애니메이션의 생성형 AI 시장은 북미와 유럽에서 큰 폭의 성장이 예상됩니다. 이러한 성장은 규제 프레임워크, 확립된 창조적 산업, 기술적 리더십에 의해 촉진되고 있습니다. 미국과 같은 지역 국가들은 게임, TV, 영화 제작 파이프라인에서 생성 툴을 사용하는 AI 연구자, 소프트웨어 프로바이더, 애니메이션 스튜디오의 중요한 허브입니다. 또한 이 지역은 탄탄한 스타트업 생태계와 AI 기반 크리에이티브 워크플로우에 대한 투자로 주목받고 있습니다. 또한 유럽에서도 애니메이션의 생성형 AI 시장이 확대되고 있습니다. 이는 게임, 광고, 미디어에서 생성형 AI가 널리 받아들여지고 있기 때문입니다. 또한 이러한 확대는 권리 관리, 문화유산 보존, 데이터 거버넌스 관련 프레임워크의 영향도 받고 있습니다.

아시아태평양 및 LAMEA 지역은 애니메이션 생성형 AI 시장에서 괄목할 만한 성장을 이룰 것으로 예측됩니다. 이러한 확장은 중국, 일본, 인도, 한국 등의 인프라 및 컨텐츠 제작의 발전에 의해 촉진되고 있습니다. 지역 스튜디오는 비용 효율적인 제작, 애니메이션 현지화, 정부 지원, 디지털 경제의 빠른 수용을 위해 생성형 AI를 통합하고 있습니다. 또한 LAMEA 지역의 애니메이션 생성형 AI 시장은 스트리밍 및 광고 컨텐츠를 포함한 라틴아메리카의 크리에이티브 산업이 크게 성장함에 따라 성장하고 있습니다. 중동의 스마트 시티 구상과 디지털 미디어에 대한 투자 증가는 성장 기회를 제공합니다. 또한 아프리카에서는 저렴한 가격의 컨텐츠 제작 툴에 대한 수요도 증가하고 있으며, 애니메이션 분야의 생성형 AI 시장이 확대되고 있습니다.

시장 경쟁과 특성

애니메이션 생성형 AI 시장에서의 경쟁은 매우 세분화되어 있으며, 스타트업, 틈새 스튜디오, 그리고 AI를 활용한 크리에이티브 툴을 프로토타입으로 제작하는 독립 개발자들이 주도하고 있습니다. 소규모 기업은 혁신, 신기술의 신속한 도입, 비용 효율적인 솔루션을 통해 경쟁에서 살아남기 위해 노력하고 있습니다. 애니메이션 스튜디오, 게임사, 스트리밍 플랫폼과의 협업은 차별화의 핵심인 창의성, 효율성, 확장성을 강조하며 경쟁을 더욱 치열하게 만들고 있습니다.

목차

제1장 시장 범위와 조사 방법

  • 시장의 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 개관

  • 주요 하이라이트

제3장 시장 개요

  • 서론
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회
    • 시장이 해결해야 할 과제

제4장 시장 동향 - 애니메이션용 생성형 AI 시장

제5장 경쟁의 현황 - 애니메이션용 생성형 AI 시장

제6장 애니메이션용 생성형 AI 시장의 밸류체인 분석

제7장 제품수명주기(PLC) - 애니메이션용 생성형 AI 시장

제8장 시장 통합 - 애니메이션용 생성형 AI 시장

제9장 애니메이션용 생성형 AI 시장의 주요 고객 기준

제10장 경쟁 분석 - 세계

  • KBV Cardinal Matrix
  • 최근 업계 전체의 전략적 개발
    • 파트너십, 협업 및 계약
    • 제품의 발매와 제품의 확대
    • 인수와 합병
  • 시장 점유율 분석 2024
  • 주요 성공 전략
    • 주요 전략
    • 주요 전략적 움직임
  • Porter's Five Forces 분석

제11장 세계 시장 : 컴포넌트별

  • 세계의 솔루션 시장 : 지역별
  • 세계의 서비스 시장 : 지역별

제12장 세계 시장 : 유형별

  • 세계의 변압기 시장 : 지역별
  • 세계의 GAN 시장 : 지역별
  • 세계의 VAE 시장 : 지역별
  • 세계의 기타 유형 시장 : 지역별

제13장 세계 시장 : 최종 용도별

  • 세계의 게임 시장 : 지역별
  • 세계의 광고 시장 : 지역별
  • 세계의 영화 제작 시장 : 지역별
  • 세계의 TV(Over-The-Top) 시장 : 지역별
  • 세계의 기타 최종 용도 시장 : 지역별

제14장 세계 시장 : 지역별

  • 북미
  • 시장에 영향을 미치는 주요 요인
    • 북미의 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미 지역
  • 유럽
  • 시장에 영향을 미치는 주요 요인
    • 유럽의 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽 지역
  • 아시아태평양
  • 시장에 영향을 미치는 주요 요인
    • 아시아태평양의 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카·중동 및 아프리카
  • 시장에 영향을 미치는 주요 요인
    • 라틴아메리카·중동 및 아프리카의 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트
      • 사우디아라비아
      • 남아프리카공화국
      • 나이지리아
      • 기타 라틴아메리카·중동 및 아프리카 지역

제15장 기업 개요

  • Adobe, Inc
  • Autodesk, Inc
  • NVIDIA Corporation
  • Google LLC
  • The Walt Disney Company
  • Unity Software, Inc
  • Epic Games, Inc
  • Runway AI, Inc
  • OpenAI, LLC
  • ServiceNow, Inc

제16장 애니메이션용 생성형 AI 시장의 성공 필수 조건

KSA 25.10.15

The Global Generative AI In Animation Market size is expected to reach USD 8.67 billion by 2032, rising at a market growth of 39.0% CAGR during the forecast period.

Key Highlights:

  • The North America market dominated Global Generative AI In Animation Market in 2024, accounting for a 33.00% revenue share in 2024.
  • The U.S. market is projected to maintain its leadership in North America, reaching a market size of USD 2.01 billion by 2032.
  • Among the various Component, the Solutions segment dominated the global market, contributing a revenue share of 72.19% in 2024.
  • In terms of Type, Transformers segment are expected to lead the global market, with a projected revenue share of 37.67% by 2032.
  • The Gaming market emerged as the leading End Use in 2024, capturing a 30.22% revenue share, and is projected to retain its dominance during the forecast period.

Generative AI has gained noticeable traction as a mainstream production engine along with animation workflows, transforming asset generation and story visualization, which was once limited to academic research. Organizations and governments are framing regulations aligning training data, rights management, and copyright, encouraging the adoption of lawful and auditable AI pipelines. OEMs such as NVIDIA, Autodesk, and Adobe are integrating AI into their platforms, allowing animators to block motion, retarget performances, storyboard, and speed up content localization. This transition enabled independent creators and studios to focus on design, iteration, and creative direction.

The industry adoption of generative AI in animation market is growing, driven by the standardization of interoperable 3D pipelines through initiatives like OpenUSD, the integration of AI-assisted performance through real-time prompt-to-motion, audio-to-facial systems, and the growth of creator-centric AI video generation platforms. Players like Runway prioritize speed of creation and innovation communities, even as labor and policy considerations assure human oversight, and credit remains central. Additionally, AI-driven tools enable creators to experiment with techniques and new styles, empowering content with a broader array of offerings. With the development of AI, it ensures the transformation in animation, thus supporting the expansion of generative AI in animation market.

The major strategies followed by the market participants are Product Launches as the key developmental strategy to keep pace with the changing demands of end users. For instance, In April, 2025, Adobe, Inc. unveiled Generative Extend in Premiere Pro, enabling editors to expand video and audio clips in 4K using Firefly AI. New features include AI-powered Media Intelligence, Caption Translation in 27 languages, and enhanced 3D tools in After Effects, and revolutionizing video editing workflows for professional creators and filmmakers worldwide. Additionally, In May, 2025, Epic Games, Inc. unveiled generative AI-powered NPCs in Fortnite, allowing users to create interactive characters with customizable voices, personalities, and dialogues. Integrated into Unreal Editor for Fortnite, the AI system includes tools like the Persona Device and Developer Assistant, enabling real-time conversations and enhanced developer support through AI-generated coding assistance.

KBV Cardinal Matrix - Generative AI In Animation Market Competition Analysis

Based on the Analysis presented in the KBV Cardinal matrix; Google LLC, and NVIDIA Corporation are the forerunners in the Generative AI In Animation Market. In May, 2025, Google LLC unveiled Veo 3, a generative AI video tool that integrates audio, including dialogue and sound effects. Competing with OpenAI's Sora, Veo 3 excels in realism and lip-syncing. Available via Google's $249.99 Ultra plan, it targets AI enthusiasts and supports cinematic video creation through advanced prompting and editing features. Companies such as Adobe, Inc., The Walt Disney Company, and ServiceNow, Inc. are some of the key innovators in Generative AI In Animation Market.

COVID 19 Impact Analysis

The COVID-19 pandemic messed up the usual animation pipelines, but it sped up the use of generative AI as studios and creators looked for digital-first solutions. AI tools took care of things like lip-syncing, making backgrounds, and generating motion, which allowed smaller teams to keep up their work even when they didn't have a lot of resources. As streaming content became more popular, generative models sped up storyboarding, concept design, and scene rendering to make sure projects were delivered on time. Cloud-based AI platforms made it possible for teams that were spread out to work together in real time. This set a new standard for flexible production. Affordable AI solutions also made animation more accessible, letting independent artists and small studios make professional-quality content. This led to new storytelling formats and innovations during the crisis. Thus, the COVID -19 pandemic had a Positive impact on the market.

Market Share Analysis

Type Outlook

Based on Type, the market is segmented into Transformers, GANs, VAEs, and Other Type. The GANs segment witnessed 29% revenue share in the market in 2024. This segment holds strong relevance in the market as Generative Adversarial Networks have been instrumental in producing realistic images, textures, and character designs that enhance the quality of animated content. GANs are particularly effective for style transfer, background creation, and enhancing visual fidelity, which are essential in both short-form and long-form animation projects.

End Use Outlook

Based on End Use, the market is segmented into Gaming, Advertising, Movie Production, Televisions (Over-the-Top), and Other End Use. The Advertising segment witnessed 21% revenue share in the market in 2024. This segment has embraced generative AI as a means of creating personalized, visually appealing, and cost-effective animated content. Advertisers have utilized AI-driven animation for producing quick-turnaround campaigns, digital ads, and social media content that resonate with diverse audiences.

Regional Outlook

Region-wise, the Generative AI In Animation Market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment recorded 33% revenue share in the market in 2024. Generative AI in animation market is anticipated to have substantial growth in the North America and Europe regions. This growth is driven by regulatory frameworks, well-established creative industries, and technological leadership. The regional nations, like the US, are key hubs for AI researchers, software providers, and animation studios that are using generative tools in gaming, television, and production pipelines for film. Further, the region is also gaining traction due to a well-established startup ecosystem and investment in AI-based creative workflows. In addition, Europe is also experiencing expansion in generative AI in animation market. This is due to the wide acceptance of generative AI in gaming, advertising, and media. Also, the expansion is influenced by frameworks around rights management, cultural heritage preservation, and data governance.

The Asia Pacific and LAMEA region are predicted to procure prominent growth in generative AI in animation market. The expansion is driven by evolving infrastructure and content production in nations like China, Japan, India, and South Korea. Regional studios are integrating generative AI for cost-efficient production, animation localization, along with government support, and surging acceptance of the digital economy. Moreover, the LAMEA region's generative AI in animation market is growing because of the strong uptake in Latin America's creative industries, including streaming and advertising content. The increasing investment in smart city initiatives and digital media in the Middle East region is resulting in growth opportunities. Further, the demand for affordable content creation tools in Africa is also rising, thereby expanding generative AI in animation market.

Market Competition and Attributes

Competition in the Generative AI in Animation market is highly fragmented and driven by startups, niche studios, and independent developers experimenting with AI-powered creative tools. Smaller firms compete through innovation, faster adoption of emerging technologies, and cost-effective solutions. Collaboration with animation studios, gaming companies, and streaming platforms further intensifies rivalry, as differentiation relies on creativity, efficiency, and scalability.

Recent Strategies Deployed in the Market

  • Apr-2025: Adobe, Inc. unveiled an upgraded Firefly platform, integrating image, video, audio, and vector generation with advanced AI models, including tools from OpenAI and Google. Now generally available, Firefly offers powerful, commercially safe, production-ready creative tools for professionals, streamlining workflows across Adobe's Creative Cloud ecosystem and enabling high-quality, collaborative content creation.
  • Mar-2025: Runway AI, Inc. unveiled Gen-4, a high-fidelity AI video generator capable of creating consistent characters, scenes, and realistic motion using visual references and prompts. Backed by tech giants, Runway targets filmmakers and enterprises with advanced tools that simulate real-world physics, posing major implications for animation, film, and media production.
  • Jan-2025: NVIDIA Corporation unveiled foundation AI models and NIM microservices for RTX AI PCs, enabling local generative AI workflows like digital humans, content creation, and productivity tools. Powered by RTX 50 Series GPUs, these tools help developers and enthusiasts build AI agents and creative workflows without relying on cloud infrastructure.
  • Dec-2024: OpenAI, LLC unveiled Sora, its generative AI video tool that converts text prompts into short video clips. Available to paid ChatGPT users, it enables 720p and 1080p video creation, scene sequencing, and image animation. OpenAI emphasizes responsible use, adding watermarks and metadata to indicate AI-generated content.
  • Sep-2024: Runway AI, Inc. announced the partnership with Lionsgate, an entertainment company to explore AI-generated video content, aiming to enhance pre- and post-production processes. This move may signal the rise of a new AI film genre, blending storytelling with generative technology, potentially transforming animation, filmmaking, and media production through AI-powered creativity and efficiency.

List of Key Companies Profiled

  • Adobe, Inc.
  • Autodesk, Inc.
  • NVIDIA Corporation
  • Google LLC
  • The Walt Disney Company
  • Unity Software, Inc.
  • Epic Games, Inc.
  • Runway AI, Inc.
  • OpenAI, LLC
  • ServiceNow, Inc.

Global Generative AI In Animation Market Report Segmentation

By Component

  • Solutions
  • Services

By Type

  • Transformers
  • GANs
  • VAEs
  • Other Type

By End Use

  • Gaming
  • Advertising
  • Movie Production
  • Televisions (Over-the-Top)
  • Other End Use

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Generative AI In Animation Market, by Component
    • 1.4.2 Global Generative AI In Animation Market, by Type
    • 1.4.3 Global Generative AI In Animation Market, by End Use
    • 1.4.4 Global Generative AI In Animation Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
    • 3.2.3 Market Opportunities
    • 3.2.4 Market Challenges

Chapter 4. Market Trends - Generative AI In Animation Market

Chapter 5. State of Competition - Generative AI In Animation Market

Chapter 6. Value Chain Analysis of Generative AI In Animation Market

Chapter 7. Product Life Cycle (PLC) - Generative AI In Animation Market

Chapter 8. Market Consolidation - Generative AI In Animation Market

Chapter 9. Key Customer Criteria - Generative AI In Animation Market

Chapter 10. Competition Analysis - Global

  • 10.1 KBV Cardinal Matrix
  • 10.2 Recent Industry Wide Strategic Developments
    • 10.2.1 Partnerships, Collaborations and Agreements
    • 10.2.2 Product Launches and Product Expansions
    • 10.2.3 Acquisition and Mergers
  • 10.3 Market Share Analysis, 2024
  • 10.4 Top Winning Strategies
    • 10.4.1 Key Leading Strategies: Percentage Distribution (2021-2025)
    • 10.4.2 Key Strategic Move: (Product Launches and Product Expansions : 2023, Jun - 2025, May) Leading Players
  • 10.5 Porter Five Forces Analysis

Chapter 11. Global Generative AI In Animation Market by Component

  • 11.1 Global Solutions Market by Region
  • 11.2 Global Services Market by Region

Chapter 12. Global Generative AI In Animation Market by Type

  • 12.1 Global Transformers Market by Region
  • 12.2 Global GANs Market by Region
  • 12.3 Global VAEs Market by Region
  • 12.4 Global Other Type Market by Region

Chapter 13. Global Generative AI In Animation Market by End Use

  • 13.1 Global Gaming Market by Region
  • 13.2 Global Advertising Market by Region
  • 13.3 Global Movie Production Market by Region
  • 13.4 Global Televisions (Over-the-Top) Market by Region
  • 13.5 Global Other End Use Market by Region

Chapter 14. Global Generative AI In Animation Market by Region

  • 14.1 North America Generative AI In Animation Market
  • 14.2 Key Factors Impacting the Market
    • 14.2.1 Market Drivers
    • 14.2.2 Market Restraints
    • 14.2.3 Market Opportunities
    • 14.2.4 Market Challenges
    • 14.2.5 Market Trends - North America Generative AI In Animation Market
    • 14.2.6 State of Competition - North America Generative AI In Animation Market
    • 14.2.7 North America Generative AI In Animation Market by Component
      • 14.2.7.1 North America Solutions Market by Region
      • 14.2.7.2 North America Services Market by Region
    • 14.2.8 North America Generative AI In Animation Market by Type
      • 14.2.8.1 North America Transformers Market by Country
      • 14.2.8.2 North America GANs Market by Country
      • 14.2.8.3 North America VAEs Market by Country
      • 14.2.8.4 North America Other Type Market by Country
    • 14.2.9 North America Generative AI In Animation Market by End Use
      • 14.2.9.1 North America Gaming Market by Country
      • 14.2.9.2 North America Advertising Market by Country
      • 14.2.9.3 North America Movie Production Market by Country
      • 14.2.9.4 North America Televisions (Over-the-Top) Market by Country
      • 14.2.9.5 North America Other End Use Market by Country
    • 14.2.10 North America Generative AI In Animation Market by Country
      • 14.2.10.1 US Generative AI In Animation Market
        • 14.2.10.1.1 US Generative AI In Animation Market by Component
        • 14.2.10.1.2 US Generative AI In Animation Market by Type
        • 14.2.10.1.3 US Generative AI In Animation Market by End Use
      • 14.2.10.2 Canada Generative AI In Animation Market
        • 14.2.10.2.1 Canada Generative AI In Animation Market by Component
        • 14.2.10.2.2 Canada Generative AI In Animation Market by Type
        • 14.2.10.2.3 Canada Generative AI In Animation Market by End Use
      • 14.2.10.3 Mexico Generative AI In Animation Market
        • 14.2.10.3.1 Mexico Generative AI In Animation Market by Component
        • 14.2.10.3.2 Mexico Generative AI In Animation Market by Type
        • 14.2.10.3.3 Mexico Generative AI In Animation Market by End Use
      • 14.2.10.4 Rest of North America Generative AI In Animation Market
        • 14.2.10.4.1 Rest of North America Generative AI In Animation Market by Component
        • 14.2.10.4.2 Rest of North America Generative AI In Animation Market by Type
        • 14.2.10.4.3 Rest of North America Generative AI In Animation Market by End Use
  • 14.3 Europe Generative AI In Animation Market
  • 14.4 Key Factors Impacting the Market
    • 14.4.1 Market Drivers
    • 14.4.2 Market Restraints
    • 14.4.3 Market Opportunities
    • 14.4.4 Market Challenges
    • 14.4.5 Market Trends - Europe Generative AI In Animation Market
    • 14.4.6 State of Competition - Europe Generative AI In Animation Market
    • 14.4.7 Europe Generative AI In Animation Market by Component
      • 14.4.7.1 Europe Solutions Market by Country
      • 14.4.7.2 Europe Services Market by Country
    • 14.4.8 Europe Generative AI In Animation Market by Type
      • 14.4.8.1 Europe Transformers Market by Country
      • 14.4.8.2 Europe GANs Market by Country
      • 14.4.8.3 Europe VAEs Market by Country
      • 14.4.8.4 Europe Other Type Market by Country
    • 14.4.9 Europe Generative AI In Animation Market by End Use
      • 14.4.9.1 Europe Gaming Market by Country
      • 14.4.9.2 Europe Advertising Market by Country
      • 14.4.9.3 Europe Movie Production Market by Country
      • 14.4.9.4 Europe Televisions (Over-the-Top) Market by Country
      • 14.4.9.5 Europe Other End Use Market by Country
    • 14.4.10 Europe Generative AI In Animation Market by Country
      • 14.4.10.1 Germany Generative AI In Animation Market
        • 14.4.10.1.1 Germany Generative AI In Animation Market by Component
        • 14.4.10.1.2 Germany Generative AI In Animation Market by Type
        • 14.4.10.1.3 Germany Generative AI In Animation Market by End Use
      • 14.4.10.2 UK Generative AI In Animation Market
        • 14.4.10.2.1 UK Generative AI In Animation Market by Component
        • 14.4.10.2.2 UK Generative AI In Animation Market by Type
        • 14.4.10.2.3 UK Generative AI In Animation Market by End Use
      • 14.4.10.3 France Generative AI In Animation Market
        • 14.4.10.3.1 France Generative AI In Animation Market by Component
        • 14.4.10.3.2 France Generative AI In Animation Market by Type
        • 14.4.10.3.3 France Generative AI In Animation Market by End Use
      • 14.4.10.4 Russia Generative AI In Animation Market
        • 14.4.10.4.1 Russia Generative AI In Animation Market by Component
        • 14.4.10.4.2 Russia Generative AI In Animation Market by Type
        • 14.4.10.4.3 Russia Generative AI In Animation Market by End Use
      • 14.4.10.5 Spain Generative AI In Animation Market
        • 14.4.10.5.1 Spain Generative AI In Animation Market by Component
        • 14.4.10.5.2 Spain Generative AI In Animation Market by Type
        • 14.4.10.5.3 Spain Generative AI In Animation Market by End Use
      • 14.4.10.6 Italy Generative AI In Animation Market
        • 14.4.10.6.1 Italy Generative AI In Animation Market by Component
        • 14.4.10.6.2 Italy Generative AI In Animation Market by Type
        • 14.4.10.6.3 Italy Generative AI In Animation Market by End Use
      • 14.4.10.7 Rest of Europe Generative AI In Animation Market
        • 14.4.10.7.1 Rest of Europe Generative AI In Animation Market by Component
        • 14.4.10.7.2 Rest of Europe Generative AI In Animation Market by Type
        • 14.4.10.7.3 Rest of Europe Generative AI In Animation Market by End Use
  • 14.5 Asia Pacific Generative AI In Animation Market
  • 14.6 Key Factors Impacting the Market
    • 14.6.1 Market Drivers
    • 14.6.2 Market Restraints
    • 14.6.3 Market Opportunities
    • 14.6.4 Market Challenges
    • 14.6.5 Market Trends - Asia Pacific Generative AI In Animation Market
    • 14.6.6 State of Competition - Asia Pacific Generative AI In Animation Market
    • 14.6.7 Asia Pacific Generative AI In Animation Market by Component
      • 14.6.7.1 Asia Pacific Solutions Market by Country
      • 14.6.7.2 Asia Pacific Services Market by Country
    • 14.6.8 Asia Pacific Generative AI In Animation Market by Type
      • 14.6.8.1 Asia Pacific Transformers Market by Country
      • 14.6.8.2 Asia Pacific GANs Market by Country
      • 14.6.8.3 Asia Pacific VAEs Market by Country
      • 14.6.8.4 Asia Pacific Other Type Market by Country
    • 14.6.9 Asia Pacific Generative AI In Animation Market by End Use
      • 14.6.9.1 Asia Pacific Gaming Market by Country
      • 14.6.9.2 Asia Pacific Advertising Market by Country
      • 14.6.9.3 Asia Pacific Movie Production Market by Country
      • 14.6.9.4 Asia Pacific Televisions (Over-the-Top) Market by Country
      • 14.6.9.5 Asia Pacific Other End Use Market by Country
    • 14.6.10 Asia Pacific Generative AI In Animation Market by Country
      • 14.6.10.1 China Generative AI In Animation Market
        • 14.6.10.1.1 China Generative AI In Animation Market by Component
        • 14.6.10.1.2 China Generative AI In Animation Market by Type
        • 14.6.10.1.3 China Generative AI In Animation Market by End Use
      • 14.6.10.2 Japan Generative AI In Animation Market
        • 14.6.10.2.1 Japan Generative AI In Animation Market by Component
        • 14.6.10.2.2 Japan Generative AI In Animation Market by Type
        • 14.6.10.2.3 Japan Generative AI In Animation Market by End Use
      • 14.6.10.3 India Generative AI In Animation Market
        • 14.6.10.3.1 India Generative AI In Animation Market by Component
        • 14.6.10.3.2 India Generative AI In Animation Market by Type
        • 14.6.10.3.3 India Generative AI In Animation Market by End Use
      • 14.6.10.4 South Korea Generative AI In Animation Market
        • 14.6.10.4.1 South Korea Generative AI In Animation Market by Component
        • 14.6.10.4.2 South Korea Generative AI In Animation Market by Type
        • 14.6.10.4.3 South Korea Generative AI In Animation Market by End Use
      • 14.6.10.5 Singapore Generative AI In Animation Market
        • 14.6.10.5.1 Singapore Generative AI In Animation Market by Component
        • 14.6.10.5.2 Singapore Generative AI In Animation Market by Type
        • 14.6.10.5.3 Singapore Generative AI In Animation Market by End Use
      • 14.6.10.6 Malaysia Generative AI In Animation Market
        • 14.6.10.6.1 Malaysia Generative AI In Animation Market by Component
        • 14.6.10.6.2 Malaysia Generative AI In Animation Market by Type
        • 14.6.10.6.3 Malaysia Generative AI In Animation Market by End Use
      • 14.6.10.7 Rest of Asia Pacific Generative AI In Animation Market
        • 14.6.10.7.1 Rest of Asia Pacific Generative AI In Animation Market by Component
        • 14.6.10.7.2 Rest of Asia Pacific Generative AI In Animation Market by Type
        • 14.6.10.7.3 Rest of Asia Pacific Generative AI In Animation Market by End Use
  • 14.7 LAMEA Generative AI In Animation Market
  • 14.8 Key Factors Impacting the Market
    • 14.8.1 Market Drivers
    • 14.8.2 Market Restraints
    • 14.8.3 Market Opportunities
    • 14.8.4 Market Challenges
    • 14.8.5 Market Trends - LAMEA Generative AI In Animation Market
    • 14.8.6 LAMEA Generative AI In Animation Market by Component
      • 14.8.6.1 LAMEA Solutions Market by Country
      • 14.8.6.2 LAMEA Services Market by Country
    • 14.8.7 LAMEA Generative AI In Animation Market by Type
      • 14.8.7.1 LAMEA Transformers Market by Country
      • 14.8.7.2 LAMEA GANs Market by Country
      • 14.8.7.3 LAMEA VAEs Market by Country
      • 14.8.7.4 LAMEA Other Type Market by Country
    • 14.8.8 LAMEA Generative AI In Animation Market by End Use
      • 14.8.8.1 LAMEA Gaming Market by Country
      • 14.8.8.2 LAMEA Advertising Market by Country
      • 14.8.8.3 LAMEA Movie Production Market by Country
      • 14.8.8.4 LAMEA Televisions (Over-the-Top) Market by Country
      • 14.8.8.5 LAMEA Other End Use Market by Country
    • 14.8.9 LAMEA Generative AI In Animation Market by Country
      • 14.8.9.1 Brazil Generative AI In Animation Market
        • 14.8.9.1.1 Brazil Generative AI In Animation Market by Component
        • 14.8.9.1.2 Brazil Generative AI In Animation Market by Type
        • 14.8.9.1.3 Brazil Generative AI In Animation Market by End Use
      • 14.8.9.2 Argentina Generative AI In Animation Market
        • 14.8.9.2.1 Argentina Generative AI In Animation Market by Component
        • 14.8.9.2.2 Argentina Generative AI In Animation Market by Type
        • 14.8.9.2.3 Argentina Generative AI In Animation Market by End Use
      • 14.8.9.3 UAE Generative AI In Animation Market
        • 14.8.9.3.1 UAE Generative AI In Animation Market by Component
        • 14.8.9.3.2 UAE Generative AI In Animation Market by Type
        • 14.8.9.3.3 UAE Generative AI In Animation Market by End Use
      • 14.8.9.4 Saudi Arabia Generative AI In Animation Market
        • 14.8.9.4.1 Saudi Arabia Generative AI In Animation Market by Component
        • 14.8.9.4.2 Saudi Arabia Generative AI In Animation Market by Type
        • 14.8.9.4.3 Saudi Arabia Generative AI In Animation Market by End Use
      • 14.8.9.5 South Africa Generative AI In Animation Market
        • 14.8.9.5.1 South Africa Generative AI In Animation Market by Component
        • 14.8.9.5.2 South Africa Generative AI In Animation Market by Type
        • 14.8.9.5.3 South Africa Generative AI In Animation Market by End Use
      • 14.8.9.6 Nigeria Generative AI In Animation Market
        • 14.8.9.6.1 Nigeria Generative AI In Animation Market by Component
        • 14.8.9.6.2 Nigeria Generative AI In Animation Market by Type
        • 14.8.9.6.3 Nigeria Generative AI In Animation Market by End Use
      • 14.8.9.7 Rest of LAMEA Generative AI In Animation Market
        • 14.8.9.7.1 Rest of LAMEA Generative AI In Animation Market by Component
        • 14.8.9.7.2 Rest of LAMEA Generative AI In Animation Market by Type
        • 14.8.9.7.3 Rest of LAMEA Generative AI In Animation Market by End Use

Chapter 15. Company Profiles

  • 15.1 Adobe, Inc.
    • 15.1.1 Company Overview
    • 15.1.2 Financial Analysis
    • 15.1.3 Segmental and Regional Analysis
    • 15.1.4 Research & Development Expense
    • 15.1.5 Recent strategies and developments:
      • 15.1.5.1 Product Launches and Product Expansions:
    • 15.1.6 SWOT Analysis
  • 15.2 Autodesk, Inc.
    • 15.2.1 Company Overview
    • 15.2.2 Financial Analysis
    • 15.2.3 Regional Analysis
    • 15.2.4 Research & Development Expenses
    • 15.2.5 Recent strategies and developments:
      • 15.2.5.1 Product Launches and Product Expansions:
      • 15.2.5.2 Acquisition and Mergers:
    • 15.2.6 SWOT Analysis
  • 15.3 NVIDIA Corporation
    • 15.3.1 Company Overview
    • 15.3.2 Financial Analysis
    • 15.3.3 Segmental and Regional Analysis
    • 15.3.4 Research & Development Expenses
    • 15.3.5 Recent strategies and developments:
      • 15.3.5.1 Product Launches and Product Expansions:
    • 15.3.6 SWOT Analysis
  • 15.4 Google LLC
    • 15.4.1 Company Overview
    • 15.4.2 Financial Analysis
    • 15.4.3 Segmental and Regional Analysis
    • 15.4.4 Research & Development Expenses
    • 15.4.5 Recent strategies and developments:
      • 15.4.5.1 Product Launches and Product Expansions:
    • 15.4.6 SWOT Analysis
  • 15.5 The Walt Disney Company
    • 15.5.1 Company Overview
    • 15.5.2 Financial Analysis
    • 15.5.3 Segmental and Regional Analysis
  • 15.6 Unity Software, Inc.
    • 15.6.1 Company Overview
    • 15.6.2 Financial Analysis
    • 15.6.3 Regional Analysis
    • 15.6.4 Research & Development Expenses
    • 15.6.5 Recent strategies and developments:
      • 15.6.5.1 Product Launches and Product Expansions:
  • 15.7 Epic Games, Inc.
    • 15.7.1 Company Overview
    • 15.7.2 Recent strategies and developments:
      • 15.7.2.1 Product Launches and Product Expansions:
    • 15.7.3 SWOT Analysis
  • 15.8 Runway AI, Inc.
    • 15.8.1 Company Overview
    • 15.8.2 Recent strategies and developments:
      • 15.8.2.1 Partnerships, Collaborations, and Agreements:
      • 15.8.2.2 Product Launches and Product Expansions:
  • 15.9 OpenAI, LLC
    • 15.9.1 Company Overview
    • 15.9.2 Recent strategies and developments:
      • 15.9.2.1 Product Launches and Product Expansions:
    • 15.9.3 SWOT Analysis
  • 15.10. ServiceNow, Inc.
    • 15.10.1 Company Overview
    • 15.10.2 Financial Analysis
    • 15.10.3 Regional Analysis
    • 15.10.4 Research & Development Expenses

Chapter 16. Winning Imperatives of Generative AI In Animation Market

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