1. Global Visual Effects (VFX) Market Size and Growth Projections
The global Visual Effects (VFX) market has been a dynamic and rapidly evolving sector within the entertainment industry. In 2024 the market is projected to reach $12.3 billion, showcasing a compelling growth trajectory. This expansion is attributed to a CAGR of 10.62% from 2024 to 2029, indicating a robust future for the VFX market. Visual Effects, often leveraging computer-generated imagery (CGI) and specialized software, involve the creating, manipulating, or enhancing of images beyond live-action environments. They are integral to producing realistic contexts by integrating actual footage with processed images, particularly in television, film, and video games.
The global VFX market is anticipated to experience significant growth in the coming years, driven by the expansion of the TV and film industries and the increasing demand for high-quality content. However, challenges such as talent shortages and the prevalence of free VFX software could hinder market growth. Despite these obstacles, the VFX market remains a vital and exciting sector with immense potential for innovation and development.
Global Visual Effects (VFX) Market Size in 2024
2. Driving Factors and Limiting Factors of the VFX Market Growth
Development of the TV and Film Industries: The VFX market thrives on the demand for visual enhancements in television and film productions. The continuous growth of the global film market, especially with the rise of streaming services and increased TV budgets for high-quality content, has been a significant catalyst for the VFX industry. The need for immersive and realistic visual effects in storytelling has never been higher, leading to an increased reliance on VFX technologies.
High-Quality Content Demand: The global demand for premium content is a key driver for the VFX market. With the proliferation of digital video streaming services, the demand for visually stunning content has surged. Consumers now expect high-quality productions with compelling visuals and realistic animations, which has led to a greater demand for VFX in film and television.
Technological Innovation: Technological advancements such as artificial intelligence, machine learning, and virtual reality are increasingly being incorporated into VFX software, enhancing the capabilities and efficiency of VFX production. These technologies are streamlining creative and technical processes, accelerating client iteration, and enabling the creation of more sophisticated visual effects.
3. Limiting Factors of the VFX Market Growth
Lack of Professional Talents: One of the primary constraints on the VFX market’s growth is the scarcity of skilled professionals. The industry is in dire need of high-level talents who possess a deep understanding of both the artistic and technical aspects of VFX production. The current talent gap results in low production levels and limited innovation within the industry.
Industry Standards and Competition: The absence of standardized industry practices and the resulting price wars among VFX companies in developing regions have led to a compression of profit margins and a decline in production quality. This lack of standardization also hampers the free flow of talent, exacerbating the talent shortage issue and increasing the cost burden on enterprises.
Presence of Free and Open-Source Software: The availability of free and open-source VFX software presents a challenge to the market’s growth. With a significant portion of the industry utilizing these free options, the demand for paid software is reduced, potentially impacting the revenue of companies that develop and market VFX software solutions.
In summary, while the VFX market is propelled by the growth of the entertainment industry and technological advancements, it is also constrained by talent shortages and market competition. Addressing these challenges is crucial for the market to achieve its full potential and continue its growth trajectory.
4. Global Visual Effects (VFX) Market Segment
Types of the Global Visual Effects (VFX) Market
The Visual Effects (VFX) industry is a diverse and intricate sector, with several product types that cater to various segments of the entertainment industry. In 2024, the global VFX market is anticipated to demonstrate significant revenue across different product types, each with its own definition and market share dynamics.
Simulation FX: This product type refers to visual techniques used to simulate stories or imaginary events in a virtual world, commonly utilized in TV series, movies, and video games. In 2024, Simulation FX is projected to generate substantial revenue, reflecting its importance in creating realistic and immersive visual experiences. With a market share of 31.92%, Simulation FX holds the largest share of the VFX market, indicating its widespread application and demand.
Animation: Animation in VFX involves the creation of continuous pictures that produce a visual illusion of movement when viewed by the human eye. This technique is central to many animated films and TV shows. In 2024, the Animation product type is expected to have a market share of 23.60%, contributing significantly to the overall VFX market revenue.
Modeling: Modelling pertains to the process of transforming 2D images into 3D characters, objects, or environments using 3D rendering software. This product type is crucial for creating three-dimensional worlds and elements within VFX. In 2024, Modelling is projected to have a market share of 20.97%, reflecting its growing importance in the industry.
Matte Painting: Matte painting involves the use of digital or traditional painting techniques to create imaginary or realistic scenes for filmmaking. This product type allows for the creation of environments that are inaccessible to cameras and is instrumental in constructing fictional universes. Matte Painting is expected to have a market share of 14.87% in 2024.
Compositing: Compositing is the process of combining two or more images to create the appearance of a single image, often giving the illusion that these elements are from the same scene. This product type is essential for integrating live-action footage with CGI elements. Compositing is anticipated to have a market share of 8.64% in 2024.
Among these product types, Simulation FX not only has the largest market share but also exhibits one of the fastest growth rates. This growth is driven by the increasing demand for high-quality visual effects in various entertainment mediums, particularly as technology advances and the capabilities of simulation software improve. Modeling also shows a strong growth rate, indicating the growing complexity and detail required in 3D environments and characters. The diversity of product types within the VFX market reflects the industry’s adaptability and innovation. As technology progresses, these product types will continue to evolve, offering new possibilities for creators and enhancing the viewer’s experience.
Applications of the Global Visual Effects (VFX) Market
The Visual Effects (VFX) market is characterized by its application across various platforms, each with distinct definitions and market consumption levels. In 2024, the VFX market will continue to expand, with different applications demonstrating varying degrees of market share and growth rates.
Television: The television sector has become increasingly reliant on VFX to enhance viewer experiences through realistic visuals and dynamic action sequences. In 2024, the television application is expected to consume a significant portion of the VFX market, with a market share of 22.81%. The consumption value for television is projected to be $2827.2 million, reflecting the continuous demand for high-quality content in the era of streaming services.
Film: The film industry is a major consumer of VFX, utilizing these technologies to create spectacular scenes and otherworldly environments. In 2024, the film application is anticipated to dominate the VFX market with a substantial market share of 47.53%. The market consumption for the film is expected to reach $5891. million, highlighting the significant investment in VFX for cinematic productions.
Video Game: The integration of VFX in video games has become essential for creating immersive gaming experiences. In 2024, the video game application is projected to have a market share of 19.15%, with a consumption value of $2373.5 million. The growth of the video game industry, driven by technological advancements and consumer demand for realistic graphics, is a key factor in the increased use of VFX.
This is attributed to the film industry’s constant pursuit of cutting-edge visual effects to captivate audiences and enhance storytelling. Television also shows robust growth, indicating the increasing integration of VFX in TV content to meet the rising expectations of viewers. The varying applications of VFX demonstrate the market’s versatility and the importance of visual effects in modern entertainment. As technology continues to advance, the applications of VFX will likely expand, offering new opportunities for innovation and growth within the industry.
Market Revenue and Share by Segment
Market Revenue in 2024 | Market Share in 2024 | ||
By Type | Simulation FX | 3,956.5 M USD | 31.92% |
Animation | 2,924.7 M USD | 23.60% | |
Modelling | 2,599.2 M USD | 20.97% | |
Matte Painting | 1,843.7 M USD | 14.87% | |
Compositing | 1,070.9 M USD | 8.64% | |
By Segment | Television | 2,827.2 M USD | 22.81% |
Film | 5,891.8 M USD | 47.53% | |
Video Game | 2,373.5 M USD | 19.15% |
5. Global Visual Effects (VFX) Market by Segment
The VFX market is spread across various regions, each contributing significantly to the global revenue. In 2024, the United States is anticipated to maintain its position as the largest regional market by revenue, with a market revenue of $3872.3 million. The US VFX industry’s growth can be attributed to the country’s strong presence in Hollywood and the broader entertainment industry, which continues to push the boundaries of visual storytelling through cutting-edge VFX technology.
Europe follows as the second-largest market and is expected to remain consistent in 2024 with a market revenue of $3161.9 million. The European VFX market benefits from a diverse range of creative hubs and a robust film and television production industry. Countries like the UK, France, and Germany contribute significantly to the region’s market share, with the UK being a particularly strong player in the VFX space.
China’s VFX market is projected to grow with a market revenue of $2033.0 million in 2024. The growth in China is fueled by the country’s rapidly expanding film industry and the government’s initiatives to promote domestic production, which often incorporates VFX to enhance the visual appeal of movies and series.
Japan and South Korea also play significant roles in the VFX market, with their shares expected to remain relatively stable. The Middle East and Africa, while smaller in comparison, are expected to see growth due to the increasing demand for VFX in the region’s burgeoning media and entertainment sectors.
Among the regions, China stands out as the fastest-growing market for VFX. The Chinese VFX market’s growth is driven by several factors, including the government’s support for the domestic film industry, the increasing consumer demand for high-quality visual content, and the expansion of international VFX companies into the Chinese market. The market’s growth rate is expected to be higher than the global average, making China a key region to watch in the coming years.
Global Digital Textile Printing Ink Market Size (M USD)
6. Analysis of the Top Five Companies in the VFX Market
Visual Effects (VFX) companies are mainly from Europe. The industry concentrate rate is not high. The top three companies are DNEG Matte, Wētā FX (Weta Digital), Industrial Light, and Magic, with a revenue market share of 8.28% in 2024.
DNEG Matte, established in 1998, is a leading name in the VFX industry with a global presence. The company offers a wide range of VFX services, including simulation FX, animation, and compositing. DNEG Matte’s business overview highlights its commitment to creative talent and technological innovation, with a track record of earning numerous awards, including Oscars and BAFTAs.
Wētā FX, founded in 1993 and based in New Zealand, is renowned for its deep compositing technique and its work on blockbuster films. The company’s products include advanced VFX solutions that enable the seamless integration of CG elements into live-action footage. Wētā FX’s business overview underscores its role as a standard-bearer for creativity and innovation in VFX and animation.
Industrial Light and Magic, established in 1975, is a pioneer in the VFX industry, known for its work on over 350 feature films. The company’s product profiles include a wide array of VFX services, from 3D modeling to complex environment creations. Industrial Light and Magic’s business overview highlights its legacy of technical and creative innovations that have shaped the VFX industry.
Framestore, founded in 1986, is a creative studio that designs, plans, and creates VFX to support clients’ stories in film, commercials, and beyond. The company’s product profiles showcase its expertise in key animated characters, complex environments, and effects. Framestore’s business overview emphasizes its award-winning work and its commitment to bringing ideas to life through craftsmanship and technology.
The Moving Picture Company (MPC), established in 1970, is a multinational company providing VFX, CGI, animation, and motion design services. MPC’s product profiles include a range of VFX creations, from environmental simulations to emotional creature and character performances. The company’s business overview highlights its goal to make any vision a reality in film and episodic content.
Major Players
Company Name | Sales Region |
DNEG Matte | Worldwide |
Wētā FX (Weta Digital) | Worldwide |
Industrial Light and Magic | Worldwide |
Framestore | Worldwide |
Moving Picture Company (MPC) | Worldwide |
Sony Pictures Imageworks | Worldwide |
Scanline VFX | Worldwide |
The Mill | Worldwide |
Pixomondo | Worldwide |
Rodeo FX | Worldwide |
Cinesite | Worldwide |
Digital Domain | Worldwide |
Animal Logic | Worldwide |
Tippett Studio | Worldwide |
BUF | Worldwide |
1 Visual Effects (VFX) Market Overview
1.1 Product Overview and Scope of Visual Effects (VFX)
1.2 Visual Effects (VFX) Market Segment by Type
1.2.1 Global Visual Effects (VFX) Market Revenue and CAGR (%) Comparison by Type (2017-2029)
1.2.2 The Market Profile of Simulation FX
1.2.3 The Market Profile of Animation
1.2.4 The Market Profile of Modelling
1.2.5 The Market Profile of Matte Painting
1.2.6 The Market Profile of Compositing
1.3 Global Visual Effects (VFX) Market Segment by Application
1.3.1 Visual Effects (VFX) Market Consumption Comparison by Application (2017-2029)
1.3.2 The Market Profile of Television
1.3.3 The Market Profile of Film
1.3.4 The Market Profile of Video Game
1.4 Global Visual Effects (VFX) Market, Region Wise (2017-2029)
1.4.1 Global Visual Effects (VFX) Market Size (Value) and CAGR (%) Comparison by Region (2017-2029)
1.4.2 United States Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.3 Europe Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.4 China Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.5 Japan Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.6 India Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.7 South Korea Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.8 Latin America Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.4.9 Middle East and Africa Visual Effects (VFX) Market Status and Prospect (2017-2029)
1.5 Global Market Size (Value) of Visual Effects (VFX) (2017-2029)
1.6 Influence of Regional Conflicts in the Visual Effects (VFX) Industry
1.7 Impact of Carbon Neutrality on the Visual Effects (VFX) Industry
2 Upstream and Downstream Analysis
2.1 Visual Effects (VFX) Market Channel Analysis
2.2 Downstream Buyers
2.3 Business Cost Structure Analysis of Visual Effects (VFX)
2.4 Labor Cost Analysis
2.4.1 Definition of Labor Cost
2.4.2 Labor Cost of North America
2.4.3 Labor Cost of Europe
2.4.4 Labor Cost of Asia-Pacific
2.4.5 Labor Cost of South America
2.4.6 Labor Cost of Middle East
2.4.7 Labor Cost of Africa
2.5 Marketing Cost Analysis
3 Players Profiles
3.1 DNEG Matte
3.1.1 DNEG Matte Basic Information, Sales Area and Competitors
3.1.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.1.3 DNEG Matte Visual Effects (VFX) Market Performance (2017-2022)
3.1.4 DNEG Matte Business Overview
3.1.5 Strategies for Company to Overcome the Challenges of COVID-19
3.2 Wētā FX (Weta Digital)
3.2.1 Wētā FX (Weta Digital) Basic Information, Sales Area and Competitors
3.2.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.2.3 Wētā FX (Weta Digital) Visual Effects (VFX) Market Performance (2017-2022)
3.2.4 Wētā FX (Weta Digital) Business Overview
3.2.5 Strategies for Company to Overcome the Challenges of COVID-19
3.3 Industrial Light and Magic
3.3.1 Industrial Light and Magic Basic Information, Sales Area and Competitors
3.3.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.3.3 Industrial Light and Magic Visual Effects (VFX) Market Performance (2017-2022)
3.3.4 Industrial Light and Magic Business Overview
3.3.5 Strategies for Company to Overcome the Challenges of COVID-19
3.4 Framestore
3.4.1 Framestore Basic Information, Sales Area and Competitors
3.4.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.4.3 Framestore Visual Effects (VFX) Market Performance (2017-2022)
3.4.4 Framestore Business Overview
3.4.5 Strategies for Company to Overcome the Challenges of COVID-19
3.5 Moving Picture Company (MPC)
3.5.1 Moving Picture Company (MPC) Basic Information, Sales Area and Competitors
3.5.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.5.3 Moving Picture Company (MPC) Visual Effects (VFX) Market Performance (2017-2022)
3.5.4 Moving Picture Company (MPC) Business Overview
3.5.5 Strategies for Company to Overcome the Challenges of COVID-19
3.6 Sony Pictures Imageworks
3.6.1 Sony Pictures Imageworks Basic Information, Sales Area and Competitors
3.6.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.6.3 Sony Pictures Imageworks Visual Effects (VFX) Market Performance (2017-2022)
3.6.4 Sony Pictures Imageworks Business Overview
3.6.5 Strategies for Company to Overcome the Challenges of COVID-19
3.7 Scanline VFX
3.7.1 Scanline VFX Basic Information, Sales Area and Competitors
3.7.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.7.3 Scanline VFX Visual Effects (VFX) Market Performance (2017-2022)
3.7.4 Scanline VFX Business Overview
3.7.5 Strategies for Company to Overcome the Challenges of COVID-19
3.8 The Mill
3.8.1 The Mill Basic Information, Sales Area and Competitors
3.8.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.8.3 The Mill Visual Effects (VFX) Market Performance (2017-2022)
3.8.4 The Mill Business Overview
3.8.5 Strategies for Company to Overcome the Challenges of COVID-19
3.9 Pixomondo
3.9.1 Pixomondo Basic Information, Sales Area and Competitors
3.9.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.9.3 Pixomondo Visual Effects (VFX) Market Performance (2017-2022)
3.9.4 Pixomondo Business Overview
3.9.5 Strategies for Company to Overcome the Challenges of COVID-19
3.10 Rodeo FX
3.10.1 Rodeo FX Basic Information, Sales Area and Competitors
3.10.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.10.3 Rodeo FX Visual Effects (VFX) Market Performance (2017-2022)
3.10.4 Rodeo FX Business Overview
3.10.5 Strategies for Company to Overcome the Challenges of COVID-19
3.11 Cinesite
3.11.1 Cinesite Basic Information, Sales Area and Competitors
3.11.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.11.3 Cinesite Visual Effects (VFX) Market Performance (2017-2022)
3.11.4 Cinesite Business Overview
3.11.5 Strategies for Company to Overcome the Challenges of COVID-19
3.12 Digital Domain
3.12.1 Digital Domain Basic Information, Sales Area and Competitors
3.12.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.12.3 Digital Domain Visual Effects (VFX) Market Performance (2017-2022)
3.12.4 Digital Domain Business Overview
3.12.5 Strategies for Company to Overcome the Challenges of COVID-19
3.13 Animal Logic
3.13.1 Animal Logic Basic Information, Sales Area and Competitors
3.13.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.13.3 Animal Logic Visual Effects (VFX) Market Performance (2017-2022)
3.13.4 Animal Logic Business Overview
3.13.5 Strategies for Company to Overcome the Challenges of COVID-19
3.14 Tippett Studio
3.14.1 Tippett Studio Basic Information, Sales Area and Competitors
3.14.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.14.3 Tippett Studio Visual Effects (VFX) Market Performance (2017-2022)
3.14.4 Tippett Studio Business Overview
3.14.5 Strategies for Company to Overcome the Challenges of COVID-19
3.15 BUF
3.15.1 BUF Basic Information, Sales Area and Competitors
3.15.2 Visual Effects (VFX) Product Profiles, Application and Specification
3.15.3 BUF Visual Effects (VFX) Market Performance (2017-2022)
3.15.4 BUF Business Overview
3.15.5 Strategies for Company to Overcome the Challenges of COVID-19
4 Global Visual Effects (VFX) Market Landscape by Player
4.1 Global Visual Effects (VFX) Revenue and Market Share by Player (2017-2022)
4.2 Visual Effects (VFX) Market Competitive Situation and Trends
4.2.1 Visual Effects (VFX) Market Share of Top 3 and Top 6 Players
4.2.2 Mergers & Acquisitions, Expansion
5 Global Visual Effects (VFX) Revenue by Type
5.1 Global Visual Effects (VFX) Revenue and Market Share by Type
5.2 Global Visual Effects (VFX) Revenue and Growth Rate by Type (2017-2022)
5.2.1 Global Visual Effects (VFX) Revenue and Growth Rate of Simulation FX (2017-2022)
5.2.2 Global Visual Effects (VFX) Revenue Growth Rate of Animation (2017-2022)
5.2.3 Global Visual Effects (VFX) Revenue Growth Rate of Modelling (2017-2022)
5.2.4 Global Visual Effects (VFX) Revenue Growth Rate of Matte Painting (2017-2022)
5.2.5 Global Visual Effects (VFX) Revenue Growth Rate of Compositing (2017-2022)
6 Global Visual Effects (VFX) Market Analysis by Application
6.1 Global Visual Effects (VFX) Consumption Value and Market Share by Application (2017-2022)
6.2 Global Visual Effects (VFX) Consumption Value and Growth Rate by Application (2017-2022)
6.2.1 Global Visual Effects (VFX) Consumption Value and Growth Rate of Television (2017-2022)
6.2.2 Global Visual Effects (VFX) Consumption Value and Growth Rate of Film (2017-2022)
6.2.3 Global Visual Effects (VFX) Consumption Value and Growth Rate of Video Game (2017-2022)
7 Global Visual Effects (VFX) Revenue, Region Wise (2017-2022)
7.1 Global Visual Effects (VFX) Revenue and Market Share, Region Wise (2017-2022)
7.2 Global Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.3 United States Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.3.1 United States Visual Effects (VFX) Market Under COVID-19
7.4 Europe Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.4.1 Europe Visual Effects (VFX) Market Under COVID-19
7.5 China Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.5.1 China Visual Effects (VFX) Market Under COVID-19
7.6 Japan Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.6.1 Japan Visual Effects (VFX) Market Under COVID-19
7.7 India Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.7.1 India Visual Effects (VFX) Market Under COVID-19
7.8 South Korea Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.8.1 South Korea Visual Effects (VFX) Market Under COVID-19
7.9 Latin America Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.9.1 Latin America Visual Effects (VFX) Market Under COVID-19
7.10 Middle East and Africa Visual Effects (VFX) Value and Gross Margin (2017-2022)
7.10.1 Middle East and Africa Visual Effects (VFX) Market Under COVID-19
8 Global Visual Effects (VFX) Market Forecast (2022-2029)
8.1 Global Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2 Global Visual Effects (VFX) Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.2 Europe Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.3 China Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.4 Japan Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.5 India Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.6 South Korea Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.7 Latin America Visual Effects (VFX) Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa Visual Effects (VFX) Revenue Forecast (2022-2029)
8.3 Global Visual Effects (VFX) Revenue Forecast by Type (2022-2029)
8.3.1 Global Visual Effects (VFX) Revenue and Growth Rate of Simulation FX (2022-2029)
8.3.2 Global Visual Effects (VFX) Revenue and Growth Rate of Animation (2022-2029)
8.3.3 Global Visual Effects (VFX) Revenue and Growth Rate of Modelling (2022-2029)
8.3.4 Global Visual Effects (VFX) Revenue and Growth Rate of Matte Painting (2022-2029)
8.3.5 Global Visual Effects (VFX) Revenue and Growth Rate of Compositing (2022-2029)
8.4 Global Visual Effects (VFX) Consumption Value Forecast by Application (2022-2029)
8.4.1 Global Visual Effects (VFX) Consumption Value and Growth Rate of Television (2022-2029)
8.4.2 Global Visual Effects (VFX) Consumption Value and Growth Rate of Film (2022-2029)
8.4.3 Global Visual Effects (VFX) Consumption Value and Growth Rate of Video Game (2022-2029)
8.5 Visual Effects (VFX) Market Forecast Under COVID-19
9 Industry Outlook
9.1 Visual Effects (VFX) Market Drivers Analysis
9.2 Visual Effects (VFX) Market Restraints and Challenges
9.3 Visual Effects (VFX) Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 Visual Effects (VFX) Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 Visual Effects (VFX) Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on Visual Effects (VFX) Industry Development
10 Research Findings and Conclusion
11 Appendix
11.1 Methodology
11.2 Research Data Source
11.2.1 Secondary Data
11.2.2 Primary Data
11.2.3 Market Size Estimation
11.2.4 Legal Disclaimer