Middle East-Arab Animation, Visual Effects and Video Games Market Report 2022 – ResearchAndMarkets.com

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The report “Middle East-Arab Animation, VFX & Video Games: Strategies, Trends & Opportunities (2022-26)” has been added to from ResearchAndMarkets.com offer.

The animation, visual effects and video games industry in the Middle East and the Arab world has the potential to become a growth engine for the continent.

The industry has been around for quite a long time, but on a small scale. This is changing with increasing global exposure and knowledge transfer and training from international animation and game studios.

The industry is in a phase where we are witnessing the emergence of several animation, visual effects and game companies and animators working on engaging stories and content leveraging the great story potential of the continent. .

The region has a handful of large animation studios as well as several small and medium-sized studios producing content tailored to local tastes. The supply of animation talent, which has always been limited, is emerging with the support and intervention of several government and industry initiatives to develop and support animation through university courses and professional training courses that offer theoretical and practical practical learning on animation, visual effects and video games.

There are vast sections of the Middle East and Arab region where the potential of animation, visual effects and video games has yet to be realized and requires closer engagement between government, industry and academia to catalyze industry growth. The industry needs support in the form of training, funding, tax incentives, market access, access to hardware and software, legal support to protect the intellectual property of content. access to global distribution and collaboration networks, etc.

Countries like Egypt, Syria, Lebanon, Jordan, Saudi Arabia, Palestine, Turkey, Israel and Iran are emerging as key players in the region. However, content producers from these countries have failed to distribute their output globally. This current industry focus includes content for movies, television, games, augmented reality, virtual reality, advertising, web designs, and industrial applications such as architecture, engineering, design industrial, health, education, medicine and automotive industry.

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.

Emerging trends in the animation, visual effects and video game industry

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

  • Animation is no longer a profession limited to animators with an increasing participation of IT professionals, programmers, technicians etc.

  • The evolution of visual effects (VFX), augmented reality (AR), and virtual reality (VR) technologies is dramatically changing both the creation and consumption of movies, videos, games, and more.

  • Adoption of augmented reality and virtual reality will drive 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 subsequent 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. Training offered to animators is skewed towards CGI, so artists with traditional 2D skills are increasingly hard to find

  • Changing viewing habits favor short productions as a form of entertainment. Viewing habits generally favor short content that can be produced quickly and inexpensively

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

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

  • Artificial intelligence and machine learning based techniques are used for in-game analytics, customer acquisition, retention, cross-selling, churn, player behavior classification, and more.

  • 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 if they 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 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/dur37t

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