Global Computer Graphics Industry Applications, Key Developments and Forecast 2025

The computer graphics market is expected to reach US$212.418 billion by the end of 2023, increasing from US$151.206 billion in 2017, growing at a CAGR of 5.83% during the forecast period. Growing internet penetration and mushrooming smartphone users worldwide is augmenting the demand for high-resolution games and graphics, thereby positively impacting the global computer graphics market growth. The demand for computer graphics solutions is also strongly driven by robust growth of IT industry leading to growing adoption and applications of the web. Moreover, booming media and entertainment industry are also fueling the demand for high-end computer graphics software solutions. The automotive industry is also making use of computer graphics for car body design and other relevant applications. Rising investments by enterprises in 4D technology and escalating demand for cloud-based subscription is creating significant opportunities for the expansion of the global computer graphics market in the forthcoming years. However, factor such as concentrated consumer base will hinder the market growth during the forecast period.

This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.

Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top-down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the value chain of computer graphics market. The last step involves complete market engineering which includes analyzing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.
Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.

Major industry players profiled as part of the report are Adobe Systems, NVIDIA Corporation, Autodesk, Mentor Graphics, Pixar, and Artomatix among others.

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Segmentation
The computer graphics market has been analyzed through the following segments:

• By Application
o Imaging
o Design
o Animation
o Digital Video
o Others

• By Industry Vertical
o Automotive
o Healthcare
o Aerospace and Defense
o Media and Entertainment
o Manufacturing
o Others

• By Geography
o North America
• USA
• Canada
• Mexico
• Others
o South America
• Brazil
• Argentina
• Others
o Europe
• France
• Germany
• UK
• Italy
• Others
o Middle East and Africa
• UAE
• Israel
• Saudi Arabia
• Others
o Asia Pacific
• China
• India
• Japan
• South Korea
• Others

Table of Content

1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources

3. EXECUTIVE SUMMARY

4. MARKET DYNAMICS
4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Force Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness

5. COMPUTER GRAPHICS MARKET BY APPLICATION
5.1. Imaging
5.2. Design
5.3. Animation
5.4. Digital Video
5.5. Others

6. COMPUTER GRAPHICS MARKET BY INDUSTRY VERTICAL
6.1. Automotive
6.2. Healthcare
6.3. Aerospace and Defense
6.4. Media and Entertainment
6.5. Manufacturing
6.6. Others

7. COMPUTER GRAPHICS MARKET BY GEOGRAPHY
7.1. North America
7.1.1. USA
7.1.2. Canada
7.1.3. Mexico
7.1.4. Others
7.2. South America
7.2.1. Brazil
7.2.2. Argentina
7.2.3. Others
7.3. Europe
7.3.1. France
7.3.2. Germany
7.3.3. UK
7.3.4. Italy
7.3.5. Others
7.4. Middle East and Africa
7.4.1. UAE
7.4.2. Israel
7.4.3. Saudi Arabia
7.4.4. Others
7.5. Asia Pacific
7.5.1. China
7.5.2. India
7.5.3. Japan
7.5.4. South Korea
7.5.5. Others

8. COMPETITIVE INTELLIGENCE
8.1. Market Share Analysis
8.2. Investment Analysis
8.3. Recent Deals
8.4. Strategies of Key Players

9. COMPANY PROFILES
9.1. Adobe Systems
9.1.1. Company Overview
9.1.2. Financials
9.1.3. Products and Services
9.1.4. Recent Developments
9.2. NVIDIA Corporation
9.2.1. Company Overview
9.2.2. Financials
9.2.3. Products and Services
9.2.4. Recent Developments
9.3. Autodesk
9.3.1. Company Overview
9.3.2. Financials
9.3.3. Products and Services
9.3.4. Recent Developments
9.4. Mentor Graphics
9.4.1. Company Overview
9.4.2. Financials
9.4.3. Products and Services
9.4.4. Recent Developments
9.5. Pixar
9.5.1. Company Overview
9.5.2. Financials

……Continued

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Posted by on Thursday September 20 2018, 5:08 AM EST. All trademarks acknowledged. Filed under Uncategorized. Comments and Trackbacks closed. Follow responses: RSS 2.0

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