Animation is a dynamic medium in which images or objects are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film.
Visual Effects (abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live action shot in film making. Visual effects involve in the integration of live-action footage (special effects) and generated imagery (digital effects) to create environments which look realistic, but would be dangerous, expensive, impractical, time consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software.
This report elaborates the market size, market characteristics, and market growth of the Animation, VFX and Game industry, and breaks down according to the type, application, and consumption area of Animation, VFX and Game. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.
In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Animation, VFX and Game in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.
In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.
Key players in the global Animation, VFX and Game market covered in Chapter 13:
TOEI ANIMATION
Framestore
Netease
Nintendo
Walt Disney Animation Studios
Warner Bros
Microsoft
Sony
NBCUniversal
Tencent
Activision Blizzard
In Chapter 6, on the basis of types, the Animation, VFX and Game market from 2015 to 2025 is primarily split into:
Animation & VFX
Game & VFX
In Chapter 7, on the basis of applications, the Animation, VFX and Game market from 2015 to 2025 covers:
Anime
Film
Video Game
Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:
United States
Europe
China
Japan
India
Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:
North America (Covered in Chapter 8)
United States
Canada
Mexico
Europe (Covered in Chapter 9)
Germany
UK
France
Italy
Spain
Others
Asia-Pacific (Covered in Chapter 10)
China
Japan
India
South Korea
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 11)
Saudi Arabia
UAE
South Africa
Others
South America (Covered in Chapter 12)
Brazil
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Animation, VFX and Game Market - Research Scope
1.1 Study Goals
1.2 Market Definition and Scope
1.3 Key Market Segments
1.4 Study and Forecasting Years
2 Animation, VFX and Game Market - Research Methodology
2.1 Methodology
2.2 Research Data Source
2.2.1 Secondary Data
2.2.2 Primary Data
2.2.3 Market Size Estimation
2.2.4 Legal Disclaimer
3 Animation, VFX and Game Market Forces
3.1 Global Animation, VFX and Game Market Size
3.2 Top Impacting Factors (PESTEL Analysis)
3.2.1 Political Factors
3.2.2 Economic Factors
3.2.3 Social Factors
3.2.4 Technological Factors
3.2.5 Environmental Factors
3.2.6 Legal Factors
3.3 Industry Trend Analysis
3.4 Industry Trends Under COVID-19
3.4.1 Risk Assessment on COVID-19
3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
3.5 Industry Risk Assessment
4 Animation, VFX and Game Market - By Geography
4.1 Global Animation, VFX and Game Market Value and Market Share by Regions
4.1.1 Global Animation, VFX and Game Value ($) by Region (2015-2020)
4.1.2 Global Animation, VFX and Game Value Market Share by Regions (2015-2020)
4.2 Global Animation, VFX and Game Market Production and Market Share by Major Countries
4.2.1 Global Animation, VFX and Game Production by Major Countries (2015-2020)
4.2.2 Global Animation, VFX and Game Production Market Share by Major Countries (2015-2020)
4.3 Global Animation, VFX and Game Market Consumption and Market Share by Regions
4.3.1 Global Animation, VFX and Game Consumption by Regions (2015-2020)
4.3.2 Global Animation, VFX and Game Consumption Market Share by Regions (2015-2020)
5 Animation, VFX and Game Market - By Trade Statistics
5.1 Global Animation, VFX and Game Export and Import
5.2 United States Animation, VFX and Game Export and Import (2015-2020)
5.3 Europe Animation, VFX and Game Export and Import (2015-2020)
5.4 China Animation, VFX and Game Export and Import (2015-2020)
5.5 Japan Animation, VFX and Game Export and Import (2015-2020)
5.6 India Animation, VFX and Game Export and Import (2015-2020)
5.7
6 Animation, VFX and Game Market - By Type
6.1 Global Animation, VFX and Game Production and Market Share by Types (2015-2020)
6.1.1 Global Animation, VFX and Game Production by Types (2015-2020)
6.1.2 Global Animation, VFX and Game Production Market Share by Types (2015-2020)
6.2 Global Animation, VFX and Game Value and Market Share by Types (2015-2020)
6.2.1 Global Animation, VFX and Game Value by Types (2015-2020)
6.2.2 Global Animation, VFX and Game Value Market Share by Types (2015-2020)
6.3 Global Animation, VFX and Game Production, Price and Growth Rate of Animation & VFX (2015-2020)
6.4 Global Animation, VFX and Game Production, Price and Growth Rate of Game & VFX (2015-2020)
7 Animation, VFX and Game Market - By Application
7.1 Global Animation, VFX and Game Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Animation, VFX and Game Consumption by Applications (2015-2020)
7.1.2 Global Animation, VFX and Game Consumption Market Share by Applications (2015-2020)
7.2 Global Animation, VFX and Game Consumption and Growth Rate of Anime (2015-2020)
7.3 Global Animation, VFX and Game Consumption and Growth Rate of Film (2015-2020)
7.4 Global Animation, VFX and Game Consumption and Growth Rate of Video Game (2015-2020)
8 North America Animation, VFX and Game Market
8.1 North America Animation, VFX and Game Market Size
8.2 United States Animation, VFX and Game Market Size
8.3 Canada Animation, VFX and Game Market Size
8.4 Mexico Animation, VFX and Game Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe Animation, VFX and Game Market Analysis
9.1 Europe Animation, VFX and Game Market Size
9.2 Germany Animation, VFX and Game Market Size
9.3 United Kingdom Animation, VFX and Game Market Size
9.4 France Animation, VFX and Game Market Size
9.5 Italy Animation, VFX and Game Market Size
9.6 Spain Animation, VFX and Game Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific Animation, VFX and Game Market Analysis
10.1 Asia-Pacific Animation, VFX and Game Market Size
10.2 China Animation, VFX and Game Market Size
10.3 Japan Animation, VFX and Game Market Size
10.4 South Korea Animation, VFX and Game Market Size
10.5 Southeast Asia Animation, VFX and Game Market Size
10.6 India Animation, VFX and Game Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa Animation, VFX and Game Market Analysis
11.1 Middle East and Africa Animation, VFX and Game Market Size
11.2 Saudi Arabia Animation, VFX and Game Market Size
11.3 UAE Animation, VFX and Game Market Size
11.4 South Africa Animation, VFX and Game Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America Animation, VFX and Game Market Analysis
12.1 South America Animation, VFX and Game Market Size
12.2 Brazil Animation, VFX and Game Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 TOEI ANIMATION
13.1.1 TOEI ANIMATION Basic Information
13.1.2 TOEI ANIMATION Product Profiles, Application and Specification
13.1.3 TOEI ANIMATION Animation, VFX and Game Market Performance (2015-2020)
13.2 Framestore
13.2.1 Framestore Basic Information
13.2.2 Framestore Product Profiles, Application and Specification
13.2.3 Framestore Animation, VFX and Game Market Performance (2015-2020)
13.3 Netease
13.3.1 Netease Basic Information
13.3.2 Netease Product Profiles, Application and Specification
13.3.3 Netease Animation, VFX and Game Market Performance (2015-2020)
13.4 Nintendo
13.4.1 Nintendo Basic Information
13.4.2 Nintendo Product Profiles, Application and Specification
13.4.3 Nintendo Animation, VFX and Game Market Performance (2015-2020)
13.5 Walt Disney Animation Studios
13.5.1 Walt Disney Animation Studios Basic Information
13.5.2 Walt Disney Animation Studios Product Profiles, Application and Specification
13.5.3 Walt Disney Animation Studios Animation, VFX and Game Market Performance (2015-2020)
13.6 Warner Bros
13.6.1 Warner Bros Basic Information
13.6.2 Warner Bros Product Profiles, Application and Specification
13.6.3 Warner Bros Animation, VFX and Game Market Performance (2015-2020)
13.7 Microsoft
13.7.1 Microsoft Basic Information
13.7.2 Microsoft Product Profiles, Application and Specification
13.7.3 Microsoft Animation, VFX and Game Market Performance (2015-2020)
13.8 Sony
13.8.1 Sony Basic Information
13.8.2 Sony Product Profiles, Application and Specification
13.8.3 Sony Animation, VFX and Game Market Performance (2015-2020)
13.9 NBCUniversal
13.9.1 NBCUniversal Basic Information
13.9.2 NBCUniversal Product Profiles, Application and Specification
13.9.3 NBCUniversal Animation, VFX and Game Market Performance (2015-2020)
13.10 Tencent
13.10.1 Tencent Basic Information
13.10.2 Tencent Product Profiles, Application and Specification
13.10.3 Tencent Animation, VFX and Game Market Performance (2015-2020)
13.11 Activision Blizzard
13.11.1 Activision Blizzard Basic Information
13.11.2 Activision Blizzard Product Profiles, Application and Specification
13.11.3 Activision Blizzard Animation, VFX and Game Market Performance (2015-2020)
14 Market Forecast - By Regions
14.1 North America Animation, VFX and Game Market Forecast (2020-2025)
14.2 Europe Animation, VFX and Game Market Forecast (2020-2025)
14.3 Asia-Pacific Animation, VFX and Game Market Forecast (2020-2025)
14.4 Middle East and Africa Animation, VFX and Game Market Forecast (2020-2025)
14.5 South America Animation, VFX and Game Market Forecast (2020-2025)
15 Market Forecast - By Type and Applications
15.1 Global Animation, VFX and Game Market Forecast by Types (2020-2025)
15.1.1 Global Animation, VFX and Game Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global Animation, VFX and Game Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global Animation, VFX and Game Market Forecast by Applications (2020-2025)
List of Tables and Figures
Figure Animation, VFX and Game Picture
Table Animation, VFX and Game Key Market Segments
Figure Study and Forecasting Years
Figure Global Animation, VFX and Game Market Size and Growth Rate 2015-2025
Figure Industry PESTEL Analysis
Figure Global COVID-19 Status
Figure Market Size Forecast Comparison of Pre COVID-19 and Post COVID-19
Figure Global Animation, VFX and Game Value ($) and Growth Rate (2015-2020)
Table Global Animation, VFX and Game Value ($) by Countries (2015-2020)
Table Global Animation, VFX and Game Value Market Share by Regions (2015-2020)
Figure Global Animation, VFX and Game Value Market Share by Regions in 2019
Figure Global Animation, VFX and Game Production and Growth Rate (2015-2020)
Table Global Animation, VFX and Game Production by Major Countries (2015-2020)
Table Global Animation, VFX and Game Production Market Share by Major Countries (2015-2020)
Figure Global Animation, VFX and Game Production Market Share by Regions in 2019
Figure Global Animation, VFX and Game Consumption and Growth Rate (2015-2020)
Table Global Animation, VFX and Game Consumption by Regions (2015-2020)
Table Global Animation, VFX and Game Consumption Market Share by Regions (2015-2020)
Figure Global Animation, VFX and Game Consumption Market Share by Regions in 2019
Table Global Animation, VFX and Game Export Top 3 Country 2019
Table Global Animation, VFX and Game Import Top 3 Country 2019
Table United States Animation, VFX and Game Export and Import (2015-2020)
Table Europe Animation, VFX and Game Export and Import (2015-2020)
Table China Animation, VFX and Game Export and Import (2015-2020)
Table Japan Animation, VFX and Game Export and Import (2015-2020)
Table India Animation, VFX and Game Export and Import (2015-2020)
Table Global Animation, VFX and Game Production by Types (2015-2020)
Table Global Animation, VFX and Game Production Market Share by Types (2015-2020)
Figure Global Animation, VFX and Game Production Share by Type (2015-2020)
Table Global Animation, VFX and Game Value by Types (2015-2020)
Table Global Animation, VFX and Game Value Market Share by Types (2015-2020)
Figure Global Animation, VFX and Game Value Share by Type (2015-2020)
Figure Global Animation & VFX Production and Growth Rate (2015-2020)
Figure Global Animation & VFX Price (2015-2020)
Figure Global Game & VFX Production and Growth Rate (2015-2020)
Figure Global Game & VFX Price (2015-2020)
Table Global Animation, VFX and Game Consumption by Applications (2015-2020)
Table Global Animation, VFX and Game Consumption Market Share by Applications (2015-2020)
Figure Global Animation, VFX and Game Consumption Share by Application (2015-2020)
Figure Global Anime Consumption and Growth Rate (2015-2020)
Figure Global Film Consumption and Growth Rate (2015-2020)
Figure Global Video Game Consumption and Growth Rate (2015-2020)
Figure North America Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table North America Animation, VFX and Game Consumption by Countries (2015-2020)
Table North America Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure North America Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure United States Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Canada Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Mexico Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure North America COVID-19 Status
Figure Europe Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table Europe Animation, VFX and Game Consumption by Countries (2015-2020)
Table Europe Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Europe Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Germany Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure United Kingdom Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure France Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Italy Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Spain Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Europe COVID-19 Status
Figure Asia-Pacific Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table Asia-Pacific Animation, VFX and Game Consumption by Countries (2015-2020)
Table Asia-Pacific Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Asia-Pacific Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure China Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Japan Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure South Korea Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Southeast Asia Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure India Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure Asia Pacific COVID-19 Status
Figure Middle East and Africa Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table Middle East and Africa Animation, VFX and Game Consumption by Countries (2015-2020)
Table Middle East and Africa Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Middle East and Africa Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Saudi Arabia Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure UAE Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure South Africa Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Figure South America Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table South America Animation, VFX and Game Consumption by Countries (2015-2020)
Table South America Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure South America Animation, VFX and Game Consumption Market Share by Countries (2015-2020)
Figure Brazil Animation, VFX and Game Market Consumption and Growth Rate (2015-2020)
Table TOEI ANIMATION Company Profile
Table TOEI ANIMATION Production, Value, Price, Gross Margin 2015-2020
Figure TOEI ANIMATION Production and Growth Rate
Figure TOEI ANIMATION Value ($) Market Share 2015-2020
Table Framestore Company Profile
Table Framestore Production, Value, Price, Gross Margin 2015-2020
Figure Framestore Production and Growth Rate
Figure Framestore Value ($) Market Share 2015-2020
Table Netease Company Profile
Table Netease Production, Value, Price, Gross Margin 2015-2020
Figure Netease Production and Growth Rate
Figure Netease Value ($) Market Share 2015-2020
Table Nintendo Company Profile
Table Nintendo Production, Value, Price, Gross Margin 2015-2020
Figure Nintendo Production and Growth Rate
Figure Nintendo Value ($) Market Share 2015-2020
Table Walt Disney Animation Studios Company Profile
Table Walt Disney Animation Studios Production, Value, Price, Gross Margin 2015-2020
Figure Walt Disney Animation Studios Production and Growth Rate
Figure Walt Disney Animation Studios Value ($) Market Share 2015-2020
Table Warner Bros Company Profile
Table Warner Bros Production, Value, Price, Gross Margin 2015-2020
Figure Warner Bros Production and Growth Rate
Figure Warner Bros Value ($) Market Share 2015-2020
Table Microsoft Company Profile
Table Microsoft Production, Value, Price, Gross Margin 2015-2020
Figure Microsoft Production and Growth Rate
Figure Microsoft Value ($) Market Share 2015-2020
Table Sony Company Profile
Table Sony Production, Value, Price, Gross Margin 2015-2020
Figure Sony Production and Growth Rate
Figure Sony Value ($) Market Share 2015-2020
Table NBCUniversal Company Profile
Table NBCUniversal Production, Value, Price, Gross Margin 2015-2020
Figure NBCUniversal Production and Growth Rate
Figure NBCUniversal Value ($) Market Share 2015-2020
Table Tencent Company Profile
Table Tencent Production, Value, Price, Gross Margin 2015-2020
Figure Tencent Production and Growth Rate
Figure Tencent Value ($) Market Share 2015-2020
Table Activision Blizzard Company Profile
Table Activision Blizzard Production, Value, Price, Gross Margin 2015-2020
Figure Activision Blizzard Production and Growth Rate
Figure Activision Blizzard Value ($) Market Share 2015-2020
Figure North America Market Consumption and Growth Rate Forecast (2020-2025)
Figure Europe Market Consumption and Growth Rate Forecast (2020-2025)
Figure Asia-Pacific Market Consumption and Growth Rate Forecast (2020-2025)
Figure Middle East and Africa Market Consumption and Growth Rate Forecast (2020-2025)
Figure South America Market Consumption and Growth Rate Forecast (2020-2025)
Table Global Animation, VFX and Game Market Forecast Production by Types (2020-2025)
Table Global Animation, VFX and Game Market Forecast Production Share by Types (2020-2025)
Table Global Animation, VFX and Game Market Forecast Value ($) by Types (2020-2025)
Table Global Animation, VFX and Game Market Forecast Value Share by Types (2020-2025)
Table Global Animation, VFX and Game Market Forecast Consumption by Applications (2020-2025)
Table Global Animation, VFX and Game Market Forecast Consumption Share by Applications (2020-2025)
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
Market Size |
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
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Total Market |
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