DUBLIN, March 09, 2022–(BUSINESS WIRE)–The report “Europe Animation & VFX: Strategies, Trends and Opportunities (2022-26)” has been added to from ResearchAndMarkets.com offer.

The European animation industry is growing rapidly and an increasing number of films produced in Europe have attracted global audiences and are distributed worldwide. The rise of European animation can be attributed to world-class animation training schools, funding programs, government tax incentives, Europe-wide and global collaborations through co-productions, and the availability of world-class talent.

Europe produces around 40 animated films each year. Around 15% of European film admissions go to animation and a fifth of animation film admissions in Europe go to European productions. However, the market is dominated by American films which account for approximately 70% of admissions. There are over 300 children’s channels in the EU as well as specific on-demand services for children. In addition, approximately 65% ​​of the animation content of European television channels is produced locally.

European animation productions for television enjoy worldwide success, but in the case of cinema, it is the major American studios that dominate the market. Cinematic content such as video or mobile games are booming, giving rise to new partnerships as well as new business and revenue models. Given the global economic crisis, producers need to diversify their sources of financing and explore sources such as co-productions, equity financing and other forms of loans.

The demand for animation, visual effects and video games has increased with the increase in targeted cable and satellite broadcast hours, the availability of low-cost Internet access, the penetration of mobile devices as well as the growing popularity of streaming video. Additionally, the demand for animation and visual effects content to power immersive experiences such as augmented reality and virtual reality is growing exponentially.

Rapid advances in technology have made animation, visual effects and games accessible to more people, and this industry has become one of the fastest growing segments of the global media and entertainment market. We are seeing more and more animation, VFX and game production taking place in a globally distributed fashion. Production work is going global with countries as well as regions offering tax incentives, subsidies, financial support, low regional labor costs, and more. and companies reduce their costs by setting up facilities in these regions. Cloud computing plays a key role in character rendering and modeling processes, as cloud-based rendering of anime movies is more effective and efficient as it reduces time and cost compared to traditional rendering.


  • The combination of live action and animation will change the form, as well as the content, of cinematic animation.

  • The evolution of VFX, AR, and VR technologies is dramatically changing both the creation and consumption of movies, videos, games, and more.

  • The adoption of augmented reality and virtual reality will drive the demand for animation content.

  • Production work moves around the world – tax incentives, low regional labor costs and subsidies push existing companies to cut costs and establish facilities in tax-advantaged or low-cost regions .

  • Media consumption habits are changing rapidly, movie release windows are shrinking, and following markets are shifting from TV, cable, DVD and rental to streaming and digital downloads.

  • The international film market in several emerging markets is growing rapidly and creating new opportunities. Regulations in several countries limit imported animation content without some local involvement, and studios work with local partners to produce content.

  • Although 2D animation will survive, it will largely be in the form of hybrid 2D/3D animation. In addition to reducing costs, using CGI for backgrounds allows for a more dynamic camera. The training offered to animators is skewed in favor of CGI, and artists with traditional 2D skills are therefore increasingly hard to find.

  • Merchandise is already a major form of revenue generation for animated films and in the future it could be a much larger portion of revenue.

  • Artificial intelligence, machine learning and deep learning are being leveraged to drive hyper-personalization in video games

  • Fan micro-segmentation is emerging as esports leagues and tournaments consolidate diverse genres, platforms and viewing experiences through careful customer segmentation, targeting and positioning.

  • In video games, predictive analytics can be used to predict when a player will stop playing, whether a player will switch from a non-paying user to a paying user, what types of items players will buy, classify player behavior , etc

  • Cloud Gaming services that are growing at an exponential rate 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 allows users to pay to access or download small amounts of digital content and is key to the growth of the online gaming market.

For more information about this report visit https://www.researchandmarkets.com/r/teiysm

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