Report Code: 12061 | Available Format: PDF | Pages: 147
Chapter 1. Research Background
1.1 Research Objectives
1.2 Market Definition
1.3 Research Scope
1.3.1 Market Segmentation by Component
1.3.2 Market Segmentation by Organization
1.3.3 Market Segmentation by End Use
1.3.4 Market Segmentation by Geography
1.3.5 Analysis Period
1.3.6 Market Data Reporting Unit
1.3.6.1 Value
1.4 Key Stakeholders
Chapter 2. Research Methodology
2.1 Secondary Research
2.1.1 Paid
2.1.2 Unpaid
2.2 Primary Research
2.2.1 Breakdown of Primary Research Respondents
2.2.1.1 By geography
2.2.1.2 By industry participant
2.2.1.3 By company type
2.3 Market Size Estimation
2.4 Data Triangulation
2.5 Currency Conversion Rates
2.6 Assumptions for the Study
Chapter 3. Executive Summary
3.1 Voice of Industry Experts/KOLs
Chapter 4. Market Indicators
4.1 India Media and Entertainment Industry Size
4.2 India E-Commerce Industry Size
4.3 Individuals Using Internet (% of Population) in India
4.4 India Animation and VFX Industry Size
4.5 India Online Gaming Industry Size
4.6 Number of Online Gamers in India
Chapter 5. Introduction
5.1 Definition of Market Segments
5.1.1 By Component
5.1.1.1 Software
5.1.1.1.1 On-premises
5.1.1.1.2 Cloud
5.1.1.2 Hardware
5.1.1.2.1 Branded
5.1.1.2.2 Non-branded
5.1.1.3 Service
5.1.1.3.1 Professional services
5.1.1.3.2 Managed services
5.1.2 By Organization
5.1.2.1 Large enterprises
5.1.2.2 SMEs
5.1.3 By End Use
5.1.3.1 VFX
5.1.3.2 Broadcasting
5.1.3.3 Gaming/interactive
5.1.3.4 3D animation
5.1.3.5 Architectural design viz
5.1.3.6 E-commerce
5.1.3.7 Private training institutes
5.1.3.8 E-learning/EduTech
5.1.3.9 Graphic designing
5.1.3.10 Event management/exhibition/retail
5.1.3.11 Others
5.1.4 By Geography
5.1.4.1 Tier 1 cities
5.1.4.2 Tier 2 cities
5.1.4.3 Tier 3 cities
5.2 Value Chain Analysis
5.3 Market Dynamics
5.3.1 Trends
5.3.1.1 Adoption of advanced technologies in VFX and post-production workflows
5.3.2 Drivers
5.3.2.1 Rising adoption of VFX technology in Indian movies
5.3.2.2 Expanding Indian gaming industry
5.3.2.3 Increasing social media and OTT platform usage
5.3.2.4 Impact analysis of drivers on market forecast
5.3.3 Restraints
5.3.3.1 Lack of creative and skilled professionals
5.3.3.2 Rising software piracy rate
5.3.3.3 Impact analysis of restraints on market forecast
5.3.4 Opportunities
5.3.4.1 Outsourcing of 3D animation, VFX, and related content
5.4 Impact of COVID-19 on Market
5.4.1 Impact on Media and Entertainment Industry
5.4.2 Impact on Animation and VFX Software Industry
5.5 Porter’s Five Forces Analysis
5.5.1 Bargaining Power of Buyers
5.5.2 Bargaining Power of Suppliers
5.5.3 Intensity of Rivalry
5.5.4 Threat of New Entrants
5.5.5 Threat of Substitutes
Chapter 6. India Market Size and Forecast
6.1 By Component
6.1.1 Software Market, by Deployment
6.1.2 Hardware Market, by Type
6.1.3 Service Market, by Type
6.2 By Organization
6.3 By End Use
6.4 By Geography
6.4.1 Tier 1 Cities Market, by City
6.4.2 Tier 2 Cities Market, by City
6.4.3 Tier 3 Cities Market, by City
Chapter 7. Competitive Landscape
7.1 User Base of 3D Content Creation Software Market
7.1.1 Total User Base Within an Organization (2023)
7.1.2 Current User Base of Artists and Professionals on Social Media Platforms (2023)
7.1.3 Current User Base of Placement Data from Private Training Institutes (2023)
7.2 List of Players and Their Offerings
7.3 Market Share Analysis of Key Players for 3D Content Creation Software
7.4 Product Benchmarking of Key Players
7.5 Competitive Benchmarking of Key Players
7.6 Strategic Developments in the Market
7.6.1 Mergers and Acquisitions
7.6.2 Product Launches
7.6.3 Partnerships
Chapter 8. Company Profiles
8.1 Autodesk Inc.
8.1.1 Business Overview
8.1.2 Product and Service offerings
8.1.3 Key Financial Summary
8.2 Trimble Inc.
8.2.1 Business Overview
8.2.2 Product and Service Offerings
8.2.3 Key Financial Summary
8.3 Adobe Inc.
8.3.1 Business Overview
8.3.2 Product and Service Offerings
8.3.3 Key Financial Summary
8.4 SAP SE
8.4.1 Business Overview
8.4.2 Product and Service Offerings
8.4.3 Key Financial Summary
8.5 NVIDIA Corporation
8.5.1 Business Overview
8.5.2 Product and Service offerings
8.5.3 Key Financial Summary
8.6 Chaos Software Ltd.
8.6.1 Business Overview
8.6.2 Product and Service Offerings
8.7 Corel Corporation
8.7.1 Business Overview
8.7.2 Product and Service Offerings
8.8 Maxon Computer GmbH
8.8.1 Business Overview
8.8.2 Product and Service Offerings
8.9 NEXT LIMIT SL
8.9.1 Business Overview
8.9.2 Product and Service Offerings
8.10 Side Effects Software Inc.
8.10.1 Business Overview
8.10.2 Product and Service Offerings
8.11 Stichting Blender Foundation
8.11.1 Business Overview
8.11.2 Product and Service Offerings
8.12 Unity Technologies Inc.
8.12.1 Business Overview
8.12.2 Product and Service Offerings
8.13 NewTek Inc.
8.13.1 Business Overview
8.13.2 Product and Service Offerings
8.14 Strata Mixed Reality Inc.
8.14.1 Business Overview
8.14.2 Product and Service Offerings
Chapter 9. Appendix
9.1 Abbreviations
9.2 Sources and References
9.3 Related Reports
List of Tables
TABLE 1 ANALYSIS PERIOD OF THE STUDY
TABLE 2 DRIVERS FOR THE MARKET: IMPACT ANALYSIS
TABLE 3 RESTRAINTS FOR THE MARKET: IMPACT ANALYSIS
TABLE 4 COVID-19 IMPACT ANALYSIS ON DIFFERENT SECTORS
TABLE 5 INDIA 3D CONTENT CREATION MARKET, BY COMPONENT, $M (2019–2024)
TABLE 6 INDIA 3D CONTENT CREATION MARKET, BY COMPONENT, $M (2020–2025)
TABLE 7 INDIA SOFTWARE MARKET, BY DEPLOYMENT, $M (2019–2024)
TABLE 8 INDIA SOFTWARE MARKET, BY DEPLOYMENT, $M (2020–2025)
TABLE 9 INDIA HARDWARE MARKET, BY TYPE, $M (2019–2024)
TABLE 10 INDIA HARDWARE MARKET, BY TYPE, $M (2020–2025)
TABLE 11 INDIA SERVICE MARKET, BY TYPE, $M (2019–2024)
TABLE 12 INDIA SERVICE MARKET, BY TYPE, $M (2020–2025)
TABLE 13 INDIA 3D CONTENT CREATION MARKET, BY ORGANIZATION, $M (2019–2024)
TABLE 14 INDIA 3D CONTENT CREATION MARKET, BY ORGANIZATION, $M (2020–2025)
TABLE 15 INDIA 3D CONTENT CREATION MARKET, BY END USE, $M (2019–2024)
TABLE 16 INDIA 3D CONTENT CREATION MARKET, BY END USE, $M (2020–2025)
TABLE 17 INDIA 3D CONTENT CREATION MARKET, BY GEOGRAPHY, $M (2019–2024)
TABLE 18 INDIA 3D CONTENT CREATION MARKET, BY GEOGRAPHY, $M (2020–2025)
TABLE 19 TIER 1 CITIES MARKET, BY CITY, $M (2019–2024)
TABLE 20 TIER 1 CITIES MARKET, BY CITY, $M (2020–2025)
TABLE 21 TIER 2 CITIES MARKET, BY CITY, $M (2019–2024)
TABLE 22 TIER 2 CITIES MARKET, BY CITY, $M (2020–2025)
TABLE 23 TIER 3 CITIES MARKET, BY CITY, $M (2019–2024)
TABLE 24 TIER 3 CITIES MARKET, BY CITY, $M (2020–2025)
TABLE 25 TOTAL USER BASE WITHIN AN ORGANIZATION (2023)
TABLE 26 CURRENT USER BASE OF ARTISTS AND PROFESSIONALS ON SOCIAL MEDIA PLATFORMS (2023)
TABLE 27 CURRENT USER BASE OF PLACEMENT DATA FROM PRIVATE TRAINING INSTITUTES (2023)
TABLE 28 LIST OF PLAYERS AND THEIR OFFERINGS
TABLE 29 PRODUCT BENCHMARKING OF KEY PLAYERS
TABLE 30 COMPETITIVE BENCHMARKING OF KEY PLAYERS
TABLE 31 AUTODESK INC. – AT A GLANCE
TABLE 32 AUTODESK INC. – KEY FINANCIAL SUMMARY
TABLE 33 TRIMBLE INC. – AT A GLANCE
TABLE 34 TRIMBLE INC. – KEY FINANCIAL SUMMARY
TABLE 35 ADOBE INC. – AT A GLANCE
TABLE 36 ADOBE INC. – KEY FINANCIAL SUMMARY
TABLE 37 SAP SE – AT A GLANCE
TABLE 38 SAP SE – KEY FINANCIAL SUMMARY
TABLE 39 NVIDIA CORPORATION – AT A GLANCE
TABLE 40 NVIDIA CORPORATION – KEY FINANCIAL SUMMARY
TABLE 41 CHAOS SOFTWARE LTD. – AT A GLANCE
TABLE 42 COREL CORPORATION – AT A GLANCE
TABLE 43 MAXON COMPUTER GMBH – AT A GLANCE
TABLE 44 NEXT LIMIT SL – AT A GLANCE
TABLE 45 SIDE EFFECTS SOFTWARE INC. – AT A GLANCE
TABLE 46 STICHTING BLENDER FOUNDATION – AT A GLANCE
TABLE 47 UNITY TECHNOLOGIES INC. – AT A GLANCE
TABLE 48 NEWTEK INC. – AT A GLANCE
TABLE 49 STRATA MIXED REALITY INC. – AT A GLANCE
List of Figures
FIG 1 RESEARCH SCOPE
FIG 2 RESEARCH METHODOLOGY
FIG 3 BREAKDOWN OF PRIMARY RESEARCH BY GEOGRAPHY
FIG 4 BREAKDOWN OF PRIMARY RESEARCH BY INDUSTRY PARTICIPANT
FIG 5 BREAKDOWN OF PRIMARY RESEARCH BY COMPANY TYPE
FIG 6 DATA TRIANGULATION APPROACH
FIG 7 CURRENCY CONVERSION RATES FOR USD (2023)
FIG 8 INDIA 3D CONTENT CREATION MARKET SUMMARY
FIG 9 OPINION OF INDUSTRY EXPERTS/KOLS
FIG 10 INDIA MEDIA AND ENTERTAINMENT INDUSTRY SIZE, $B
FIG 11 INDIA E-COMMERCE INDUSTRY SIZE, $B
FIG 12 INDIVIDUALS USING INTERNET (% OF POPULATION) IN INDIA
FIG 13 INDIA ANIMATION AND VFX INDUSTRY SIZE, $B
FIG 14 INDIA ONLINE GAMING INDUSTRY SIZE, $B
FIG 15 NUMBER OF ONLINE GAMERS IN INDIA, IN MILLIONS
FIG 16 VALUE CHAIN ANALYSIS
FIG 17 BARGAINING POWER OF BUYERS
FIG 18 BARGAINING POWER OF SUPPLIERS
FIG 19 INTENSITY OF RIVALRY
FIG 20 THREAT OF NEW ENTRANTS
FIG 21 THREAT OF SUBSTITUTES
FIG 22 INDIA 3D CONTENT CREATION MARKET SNAPSHOT
FIG 23 INDIA 3D CONTENT CREATION MARKET, BY COMPONENT, $M (2014–2025)
FIG 24 INDIA SOFTWARE MARKET, BY DEPLOYMENT, $M (2014–2025)
FIG 25 INDIA HARDWARE MARKET, BY TYPE, $M (2014–2025)
FIG 26 INDIA SERVICE MARKET, BY TYPE, $M (2014–2025)
FIG 27 INDIA 3D CONTENT CREATION MARKET, BY ORGANIZATION, $M (2014–2025)
FIG 28 INDIA 3D CONTENT CREATION MARKET, BY END USE, $M (2014–2025)
FIG 29 MAJOR 3D CONTENT CREATION MARKETS IN INDIA FOR MEDIA AND ENTERTAINMENT INDUSTRY
FIG 30 INDIA 3D CONTENT CREATION MARKET, BY GEOGRAPHY, $M (2014–2025)
FIG 31 TIER 1 CITIES MARKET, BY CITY, $M (2014–2025)
FIG 32 TIER 2 CITIES MARKET, BY CITY, $M (2014–2025)
FIG 33 TIER 3 CITIES MARKET, BY CITY, $M (2014–2025)
FIG 34 MARKET SHARE ANALYSIS OF KEY PLAYERS FOR SOFTWARE (2023)
FIG 35 AUTODESK INC. – REVENUE SPLIT BY PRODUCT FAMILY AND GEOGRAPHY (2023)
FIG 36 TRIMBLE INC. – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2023)
FIG 37 ADOBE INC. – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2023)
FIG 38 SAP SE – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2023)
FIG 39 NVIDIA CORPORATION – REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2023)
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