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Animation Software Market Size was valued at USD 141.8 Billion in 2023 and is expected to reach USD 191.1 Billion by 2032, growing at a CAGR of 3.4% over the forecast period 2024-2032.
The significant growth of the Animation software market can be attributed to technological developments and the growth of the sector with the need for animation across various industries. Statistics from the U.S. Bureau of Labor Statistics show that employment in the motion picture and video industries alone will grow by 11% from 2022 to 2032, a rate that is higher than the average for all occupations. This high growth meaning a high demand can be observed from the increase in the production of animated films, video games, and advertisements. This becomes a clear illustration of the great reliance on animation among contemporary media, with other benefits coming from the growth in the demand for online and streaming services globally. Since digital platforms are taking over the way people watch content, creators, including photographers and videographers, need to rely more on the software credited with the high need for it. Moreover, it is not only the artists and creators who are investing in the software; the government has also noticed how useful and highly efficient animation can be for both education and the creation of public campaigns increasing the budget allocation for the same. As an illustration, the U.S. Department of Education recently awarded some grants in support of the development of educational animation tools since the country has developed an interest in ensuring seamless and optimally functioning academic experiences. This convergence of technological advancements, industry growth, and governmental support is poised to propel the animation software market to new heights.
Animation software is thriving because of the rise in online video platforms and the growth in VR and AR with more immersive experiences. There is a great demand for visually appealing and immersive content. Moreover, the growth is ensured by advancements in visual effects (VFX) followed by high demand since they can be easily integrated with live-action footage and the ease in rendering that relies on real-time and GPU capacities, growing with the need for gamer animation tools since they are all in search of high animation content build realistic environments and attracting detailed character animations. Innovations such as 3D animations and 4K content cater to adult gamers, enhancing both gameplay and storytelling, which further accelerates the adoption of advanced animation tools.
Drivers
Surge in demand for high-quality animated content across entertainment, gaming, and digital marketing sectors.
Innovations in AI and machine learning are enhancing the capabilities of animation software, allowing for faster production and more complex designs.
One of the reasons driving the growth of the Animation Software Market is the growing demand for high-quality animation in various sectors. The expansion of digital platforms and the general need for engaging forms of visual storytelling require more and more businesses to make use of these formats. For instance, social media platforms, such as Instagram and TikTok, see more animated posts and videos circulating these days. Usually, such content tends to be more engaging for the users of social media, with recent studies showing up to 1200% growth in user action rates. In addition, many other sectors, such as education and corporate training, are increasingly introducing animations to simplify the explanation of more complex concepts and engagement of their intended audiences. For example, companies and institutions, such as Khan Academy and Coursera, augment their instructional videos with animated pictures to enhance memorization and understanding on the part of their audiences. In addition, it is noteworthy that the popular demand for exquisite graphics is essential for the growing gaming industry, which keeps investing in certain forms of software to make visuals more realistic and engaging as the level of sophistication of stories multiplies. Also, the technology of virtual reality and augmented reality are more and more dependent on sophisticated animations to provide realistic and immersive experiences.
Restraints
The expensive nature of advanced animation software and the costs associated with training can limit accessibility for smaller businesses and individual creators.
Many animation tools have intricate features that can be overwhelming for new users, which may deter adoption among non-professionals.
One significant restraint in the animation software market is the complexity of its use. Many animation programs feature advanced functionalities that can be challenging for new users to navigate. This complexity can create a steep learning curve, discouraging those without technical expertise from fully utilizing the software. Consequently, individuals and smaller businesses may opt for simpler alternatives or avoid animation altogether, limiting their creative potential. Additionally, the intricate nature of these tools often requires substantial training and practice to achieve proficiency. This necessity for dedicated time and resources can be a barrier for those looking to quickly adopt animation in their projects. As a result, the perception that animation software is only suitable for experienced professionals may further inhibit broader adoption and innovation in the field.
By Product
The 3D animation segment captured the largest revenue share of about 45% in 2023. The increased use of 3D animations in gaming, film production, as well as virtual reality, among others, has been the main factor that makes 3D appear dominant. Many industries and animation professionals are opting for 3D animation due to its ability to create more realistic and often more engaging perspectives than 2D. However, the 2D animation segment may record a significant CAGR from 2024 to 2032, influenced by the revival of traditional animation and the increased popularity of mobile applications that mainly apply 2D graphics. For instance, according to the National Endowment for the Arts, the production of 2D animated films in the U.S. has doubled since 2015, which may indeed be a strong indicator of the revitalization of 2D animation. Essentially, 2D animation has substantially grown due to its ability to reduce costs, making it highly efficient and appropriate for small startups and individual professionals. As technology continues to evolve, the animation software market is expected to adapt, offering diverse tools for both 2D and 3D animation, thereby catering to the varying needs of creators.
By End-use
The media and entertainment segment was the largest revenue-generating segment in 2023. The significant increase in the demand for animated films and series is the key factor driving the market. The market for animation in the entertainment industry is expected to expand the most, as well as streaming platforms’ increased investments into animation. In 2023, the media and entertainment sector held a significant share animation software market, underscoring its critical role in shaping industry trends. It is assumed that it had the biggest impact on the trends of the industry.
On the other hand, the healthcare and life sciences segment is projected to expand at the highest CAGR. As per the government’s statistics, digital tools for the healthcare sector, including animation software for patient education and training, are expected to reach an estimated spent of $200 billion by 2030. According to the Centers for Medicare & Medicaid Services, a significant portion will be spent on digital tools. This may be caused by the fact that animation makes complex medical concepts easy and understandable for patients. It is effective in education as it ensures the visual representation of the processes. As more industries recognize the value of animation in enhancing communication and engagement, the animation software market is set to witness robust growth across various end-use sectors.
Software Type | Key Features | Target Users | Advantages | Limitations |
2D Animation Software |
Frame-by-frame animation, vector drawing tools |
Independent animators, small studios, educational users |
Easy to learn, less resource-intensive, suitable for simple animations |
Limited depth and realism compared to 3D animation |
3D Animation Software |
3D modeling, rigging, texturing, rendering |
Professional studios, game developers, filmmakers |
Creates realistic animations, versatile for various industries |
Steeper learning curve, requires powerful hardware |
Stop-Motion Software |
Supports frame capturing from camera, onion skinning |
Hobbyists, indie filmmakers, educational projects |
Allows unique, handcrafted animation style, easy setup |
Time-consuming, requires physical models and sets |
Flipbook Animation |
Frame-by-frame drawn animations, traditional approach |
Artists, students, educational users |
Simple technique, no need for complex software |
Labor-intensive, limited to basic animations, time-consuming |
Regional Analysis
North America dominated the animation software market in 2023 and held a market share of around 36%. The dominance of the North American market can be attributed to the presence of major animation studios and the growing ordered-animated content demand of the entertainment vertical. According to the Motion Picture Association, the U.S. film and television industry generated more than $72 billion in revenue in 2022, of which the contribution of animation was significant. Further, the government is in support of the creative arts with initiatives that support and value creativity. The National Endowment for the Arts is getting involved in investing in numerous programs. One such program involves the integration of technology with the arts. Such initiatives are contributing to the growth and expansion of the animation software market. The market in North America is also profitable owing to the region’s advanced technology infrastructure and the high disposable income of people. This allows the animators to make more significant investments in animation production. As the competition across the globe increases, the other regions are expected to catch up, but since North America has been the launching place, innovation-wise, and market presence, it gives a competitive edge. U.S. animation software market is anticipated to register substantial growth during the forecast period, 2024 to 2032, driven by rising demand for animation solutions in sectors like media & entertainment, advertising, gaming, education, and healthcare.
Asia Pacific is expected to witness the highest CAGR in the animation software market from 2024 to 2032. This is largely owing to the increased adoption of animation technology in Japan, China, and South Korea, which is attributed to the thriving media and entertainment industry and the rising pace of industrial development. The market in India is expected to expand at a substantial rate during the forecast period, 2024 to 2032, owing to the high demand for VFX and 3D animation, Including healthcare and manufacturing. Meanwhile, China held a significant market share in 2023, thanks to a booming economy that drives demand for visual effects and immersive content consumption via ultra-high-definition TVs, smartphones, and tablets.
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Key Players
Adobe Systems Incorporated (Adobe Animate, Adobe After Effects)
Autodesk, Inc. (Autodesk Maya, Autodesk 3ds Max)
Toon Boom Animation Inc. (Toon Boom Harmony, Toon Boom Storyboard Pro)
Blender Foundation (Blender, Grease Pencil)
Maxon Computer GmbH (Cinema 4D, Redshift)
Corel Corporation (Corel Painter, CorelDRAW)
Houdini Software (Houdini, Houdini Apprentice)
Cinema 4D by Maxon (Cineware, Bodypaint 3D)
Smith Micro Software, Inc. (Moho Pro, Poser)
OpenToonz (OpenToonz, Toonz Premium)
Krita Foundation (Krita, Krita Gemini)
Daz 3D (Daz Studio, Daz 3D Bridge)
Unity Technologies (Unity, Unity Pro)
Epic Games (Unreal Engine, MetaHuman Creator)
Pencil2D Animation (Pencil2D, Pencil2D Editor)
Dragonframe (Dragonframe, Dragonframe Lite)
TVPaint Animation (TVPaint Animation 11, TVPaint Animation Pro)
Cacani (Cacani 2D Animation, Cacani Mobile)
CrazyTalk Animator (Cartoon Animator 4, CrazyTalk 8)
Maya by Autodesk (Maya, Maya LT) and others.
Latest News in the Animation Software Market
In June 2024, Adobe launched Adobe Animate 2024 with unprecedented features for 2D animation and AI tools integration. The upgrades were tailored to facilitate the process of animation and improve user experience.
In April 2024, Vizrt has launched a free graphics packages library for Viz Flowics, its solution of a cloud-native HTML5-based platform. This SaaS product is used for live production in various industries, such as esports, sports, broadcasting, and corporate events. Viz decided to help its customers to streamline the production process and boost the interaction with their audiences.
In July 2024, Autodesk announced the upcoming release of a new version of Maya, its solution for 3D animation. The updated version would come with improved rendering tools and a new simple and flexible interface to support the cooperation of the animation teams.
In August 2024, Blender Foundation released Blender 4.0 with the focus on simulation tools and a new asset library. This instrument, supporting both amateurs and professionals, was created to maintain and develop the open-source animation community.
Report Attributes | Details |
---|---|
Market Size in 2023 | USD 141.8 Billion |
Market Size by 2032 | USD 191.1 Billion |
CAGR | CAGR of 3.4% From 2024 to 2032 |
Base Year | 2023 |
Forecast Period | 2024-2032 |
Historical Data | 2020-2022 |
Report Scope & Coverage | Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook |
Key Segments | • By Product (2D Animation, 3D Animation, Flipbook Animation, Stop Motion) • By Solution (Software, Services) • By Deployment (On-premise, Cloud-based) • By End-use (Media & Entertainment, Architecture & Construction, Automotive, Healthcare & Life Sciences, Education & Academics, Government & Defense, Others) |
Regional Analysis/Coverage | North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia, Rest of Latin America) |
Company Profiles | Adobe Systems Incorporated, Autodesk, Inc., Toon Boom Animation Inc., Blender Foundation, Maxon Computer GmbH, Corel Corporation, Houdini Software, Cinema 4D by Maxon, Smith Micro Software, Inc., OpenToonz, Krita Foundation, Unity Technologies, Epic Games |
Key Drivers | • Surge in demand for high-quality animated content across entertainment, gaming, and digital marketing sectors • Innovations in AI and machine learning are enhancing the capabilities of animation software, allowing for faster production and more complex designs |
RESTRAINTS | • The expensive nature of advanced animation software and the costs associated with training can limit accessibility for smaller businesses and individual creators. • Many animation tools have intricate features that can be overwhelming for new users, which may deter adoption among non-professionals |
Ans. The projected market size for the Animation Software Market is USD 191.1 billion by 2032.
Ans: The media and entertainment end use segment dominated the Animation Software Market.
Ans: The North American region dominated the Animation Software Market in 2023.
Ans. The CAGR of the Animation Software Market is 3.4% During the forecast period of 2024-2032.
Ans:
• There is a surge in demand for high-quality animated content across entertainment, gaming, and digital marketing sectors.
• Innovations in AI and machine learning are enhancing the capabilities of animation software, allowing for faster production and more complex designs.
Table of Contents:
1. Introduction
1.1 Market Definition
1.2 Scope (Inclusion and Exclusions)
1.3 Research Assumptions
2. Executive Summary
2.1 Market Overview
2.2 Regional Synopsis
2.3 Competitive Summary
3. Research Methodology
3.1 Top-Down Approach
3.2 Bottom-up Approach
3.3. Data Validation
3.4 Primary Interviews
4. Market Dynamics Impact Analysis
4.1 Market Driving Factors Analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges
4.2 PESTLE Analysis
4.3 Porter’s Five Forces Model
5. Statistical Insights and Trends Reporting
5.1 Feature Analysis, 2023
5.2 User Demographics, 2023
5.3 Integration Capabilities, by Software, 2023
5.4 Impact on Decision-making
6. Competitive Landscape
6.1 List of Major Companies, By Region
6.2 Market Share Analysis, By Region
6.3 Type Benchmarking
6.3.1 Type specifications and features
6.3.2 Pricing
6.4 Strategic Initiatives
6.4.1 Marketing and promotional activities
6.4.2 Distribution and supply chain strategies
6.4.3 Expansion plans and new Age Cohort launches
6.4.4 Strategic partnerships and collaborations
6.5 Technological Advancements
6.6 Market Positioning and Branding
7. Animation Software Market Segmentation, By Product
7.1 Chapter Overview
7.2 2D Animation
7.2.1 2D Animation Market Trends Analysis (2020-2032)
7.2.2 2D Animation Market Size Estimates and Forecasts to 2032 (USD Billion)
7.3 Stop Motion
7.3.1 Stop Motion Market Trends Analysis (2020-2032)
7.3.2 Stop Motion Market Size Estimates and Forecasts to 2032 (USD Billion)
7.4 3D Animation
7.4.1 3D Animation Market Trends Analysis (2020-2032)
7.4.2 3D Animation Market Size Estimates and Forecasts to 2032 (USD Billion)
7.5 Flipbook Animation
7.5.1 Flipbook Animation Market Trends Analysis (2020-2032)
7.5.2 Flipbook Animation Market Size Estimates and Forecasts to 2032 (USD Billion)
8. Animation Software Market Segmentation, By Solution
8.1 Chapter Overview
8.2 Software
8.2.1 Software Market Trends Analysis (2020-2032)
8.2.2 Software Market Size Estimates and Forecasts to 2032 (USD Billion)
8.3 Services
8.3.1 Services Market Trends Analysis (2020-2032)
8.3.2 Services Market Size Estimates and Forecasts to 2032 (USD Billion)
8.4 Integration & Design Services
8.4.1 Integration & Design Services Market Trends Analysis (2020-2032)
8.4.2 Integration & Design Services Market Size Estimates and Forecasts to 2032 (USD Billion)
8.5 Consulting Services
8.5.1 Consulting Services Market Trends Analysis (2020-2032)
8.5.2 Consulting Services Market Size Estimates and Forecasts to 2032 (USD Billion)
8.6 Training & Education Services
8.6.1 Training & Education Services Market Trends Analysis (2020-2032)
8.6.2 Training & Education Services Market Size Estimates and Forecasts to 2032 (USD Billion)
9. Animation Software Market Segmentation, By Deployment
9.1 Chapter Overview
9.2 On-premise
9.2.1 On-premise Market Trends Analysis (2020-2032)
9.2.2 On-premise Market Size Estimates and Forecasts to 2032 (USD Billion)
9.3 Cloud-based
9.3.1 Cloud-based Market Trends Analysis (2020-2032)
9.3.2 Cloud-based Market Size Estimates and Forecasts to 2032 (USD Billion)
10. Animation Software Market Segmentation, By End-use
10.1 Chapter Overview
10.2 Media & Entertainment
10.2.1 Media & Entertainment Market Trends Analysis (2020-2032)
10.2.2 Media & Entertainment Market Size Estimates and Forecasts to 2032 (USD Billion)
10.3 Architecture & Construction
10.3.1 Architecture & Construction Market Trends Analysis (2020-2032)
10.3.2 Architecture & Construction Market Size Estimates and Forecasts to 2032 (USD Billion)
10.4 Automotive
10.4.1 Automotive Market Trends Analysis (2020-2032)
10.4.2 Automotive Market Size Estimates and Forecasts to 2032 (USD Billion)
10.5 Healthcare & Life Sciences
10.5.1 Healthcare & Life Sciences Market Trends Analysis (2020-2032)
10.5.2 Healthcare & Life Sciences Market Size Estimates and Forecasts to 2032 (USD Billion)
10.6 Education & Academics
10.6.1 Education & Academics Market Trends Analysis (2020-2032)
10.6.2 Education & Academics Market Size Estimates and Forecasts to 2032 (USD Billion)
10.7 Government & Defense
10.7.1 Government & Defense Market Trends Analysis (2020-2032)
10.7.2 Government & Defense Market Size Estimates and Forecasts to 2032 (USD Billion)
10.8 Others
10.8.1 Others Market Trends Analysis (2020-2032)
10.8.2 Others Market Size Estimates and Forecasts to 2032 (USD Billion)
11. Regional Analysis
11.1 Chapter Overview
11.2 North America
11.2.1 Trends Analysis
11.2.2 North America Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.2.3 North America Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.2.4 North America Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.2.5 North America Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.2.6 North America Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.2.7 USA
11.2.7.1 USA Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.2.7.2 USA Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.2.7.3 USA Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.2.7.4 USA Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.2.8 Canada
11.2.8.1 Canada Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.2.8.2 Canada Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.2.8.3 Canada Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.2.8.4 Canada Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.2.9 Mexico
11.2.9.1 Mexico Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.2.9.2 Mexico Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.2.9.3 Mexico Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.2.9.4 Mexico Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3 Europe
11.3.1 Eastern Europe
11.3.1.1 Trends Analysis
11.3.1.2 Eastern Europe Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.3.1.3 Eastern Europe Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.4 Eastern Europe Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.5 Eastern Europe Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.6 Eastern Europe Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.1.7 Poland
11.3.1.7.1 Poland Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.7.2 Poland Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.7.3 Poland Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.7.4 Poland Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.1.8 Romania
11.3.1.8.1 Romania Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.8.2 Romania Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.8.3 Romania Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.8.4 Romania Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.1.9 Hungary
11.3.1.9.1 Hungary Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.9.2 Hungary Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.9.3 Hungary Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.9.4 Hungary Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.1.10 Turkey
11.3.1.10.1 Turkey Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.10.2 Turkey Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.10.3 Turkey Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.10.4 Turkey Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.1.11 Rest of Eastern Europe
11.3.1.11.1 Rest of Eastern Europe Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.1.11.2 Rest of Eastern Europe Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.1.11.3 Rest of Eastern Europe Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.1.11.4 Rest of Eastern Europe Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2 Western Europe
11.3.2.1 Trends Analysis
11.3.2.2 Western Europe Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.3.2.3 Western Europe Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.4 Western Europe Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.5 Western Europe Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.6 Western Europe Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.7 Germany
11.3.2.7.1 Germany Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.7.2 Germany Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.7.3 Germany Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.7.4 Germany Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.8 France
11.3.2.8.1 France Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.8.2 France Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.8.3 France Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.8.4 France Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.9 UK
11.3.2.9.1 UK Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.9.2 UK Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.9.3 UK Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.9.4 UK Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.10 Italy
11.3.2.10.1 Italy Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.10.2 Italy Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.10.3 Italy Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.10.4 Italy Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.11 Spain
11.3.2.11.1 Spain Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.11.2 Spain Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.11.3 Spain Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.11.4 Spain Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.12 Netherlands
11.3.2.12.1 Netherlands Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.12.2 Netherlands Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.12.3 Netherlands Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.12.4 Netherlands Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.13 Switzerland
11.3.2.13.1 Switzerland Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.13.2 Switzerland Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.13.3 Switzerland Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.13.4 Switzerland Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.14 Austria
11.3.2.14.1 Austria Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.14.2 Austria Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.14.3 Austria Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.14.4 Austria Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.3.2.15 Rest of Western Europe
11.3.2.15.1 Rest of Western Europe Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.3.2.15.2 Rest of Western Europe Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.3.2.15.3 Rest of Western Europe Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.3.2.15.4 Rest of Western Europe Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4 Asia Pacific
11.4.1 Trends Analysis
11.4.2 Asia Pacific Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.4.3 Asia Pacific Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.4 Asia Pacific Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.5 Asia Pacific Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.6 Asia Pacific Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.7 China
11.4.7.1 China Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.7.2 China Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.7.3 China Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.7.4 China Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.8 India
11.4.8.1 India Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.8.2 India Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.8.3 India Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.8.4 India Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.9 Japan
11.4.9.1 Japan Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.9.2 Japan Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.9.3 Japan Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.9.4 Japan Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.10 South Korea
11.4.10.1 South Korea Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.10.2 South Korea Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.10.3 South Korea Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.10.4 South Korea Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.11 Vietnam
11.4.11.1 Vietnam Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.11.2 Vietnam Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.11.3 Vietnam Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.11.4 Vietnam Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.12 Singapore
11.4.12.1 Singapore Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.12.2 Singapore Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.12.3 Singapore Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.12.4 Singapore Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.13 Australia
11.4.13.1 Australia Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.13.2 Australia Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.13.3 Australia Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.13.4 Australia Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.4.14 Rest of Asia Pacific
11.4.14.1 Rest of Asia Pacific Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.4.14.2 Rest of Asia Pacific Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.4.14.3 Rest of Asia Pacific Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.4.14.4 Rest of Asia Pacific Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5 Middle East and Africa
11.5.1 Middle East
11.5.1.1 Trends Analysis
11.5.1.2 Middle East Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.5.1.3 Middle East Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.4 Middle East Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.5 Middle East Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.6 Middle East Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.1.7 UAE
11.5.1.7.1 UAE Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.7.2 UAE Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.7.3 UAE Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.7.4 UAE Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.1.8 Egypt
11.5.1.8.1 Egypt Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.8.2 Egypt Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.8.3 Egypt Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.8.4 Egypt Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.1.9 Saudi Arabia
11.5.1.9.1 Saudi Arabia Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.9.2 Saudi Arabia Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.9.3 Saudi Arabia Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.9.4 Saudi Arabia Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.1.10 Qatar
11.5.1.10.1 Qatar Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.10.2 Qatar Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.10.3 Qatar Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.10.4 Qatar Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.1.11 Rest of Middle East
11.5.1.11.1 Rest of Middle East Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.1.11.2 Rest of Middle East Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.1.11.3 Rest of Middle East Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.1.11.4 Rest of Middle East Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.2 Africa
11.5.2.1 Trends Analysis
11.5.2.2 Africa Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.5.2.3 Africa Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.2.4 Africa Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.2.5 Africa Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.2.6 Africa Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.2.7 South Africa
11.5.2.7.1 South Africa Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.2.7.2 South Africa Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.2.7.3 South Africa Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.2.7.4 South Africa Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.2.8 Nigeria
11.5.2.8.1 Nigeria Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.2.8.2 Nigeria Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.2.8.3 Nigeria Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.2.8.4 Nigeria Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.5.2.9 Rest of Africa
11.5.2.9.1 Rest of Africa Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.5.2.9.2 Rest of Africa Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.5.2.9.3 Rest of Africa Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.5.2.9.4 Rest of Africa Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.6 Latin America
11.6.1 Trends Analysis
11.6.2 Latin America Animation Software Market Estimates and Forecasts, by Country (2020-2032) (USD Billion)
11.6.3 Latin America Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.6.4 Latin America Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.6.5 Latin America Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.6.6 Latin America Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.6.7 Brazil
11.6.7.1 Brazil Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.6.7.2 Brazil Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.6.7.3 Brazil Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.6.7.4 Brazil Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.6.8 Argentina
11.6.8.1 Argentina Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.6.8.2 Argentina Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.6.8.3 Argentina Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.6.8.4 Argentina Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.6.9 Colombia
11.6.9.1 Colombia Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.6.9.2 Colombia Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.6.9.3 Colombia Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.6.9.4 Colombia Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
11.6.10 Rest of Latin America
11.6.10.1 Rest of Latin America Animation Software Market Estimates and Forecasts, By Product (2020-2032) (USD Billion)
11.6.10.2 Rest of Latin America Animation Software Market Estimates and Forecasts, By Solution (2020-2032) (USD Billion)
11.6.10.3 Rest of Latin America Animation Software Market Estimates and Forecasts, By Deployment (2020-2032) (USD Billion)
11.6.10.4 Rest of Latin America Animation Software Market Estimates and Forecasts, By End-use (2020-2032) (USD Billion)
12. Company Profiles
12.1 Adobe Systems Incorporated
12.1.1 Company Overview
12.1.2 Financial
12.1.3 Product / Services Offered
12.1.4 SWOT Analysis
12.2 Autodesk, Inc.
12.2.1 Company Overview
12.2.2 Financial
12.2.3 Product / Services Offered
12.2.4 SWOT Analysis
12.3 Toon Boom Animation Inc.
12.3.1 Company Overview
12.3.2 Financial
12.3.3 Product / Services Offered
12.3.4 SWOT Analysis
12.4 Blender Foundation
12.4.1 Company Overview
12.4.2 Financial
12.4.3 Product / Services Offered
12.4.4 SWOT Analysis
12.5 Maxon Computer GmbH
12.5.1 Company Overview
12.5.2 Financial
12.5.3 Product / Services Offered
12.5.4 SWOT Analysis
12.6 Corel Corporation
12.6.1 Company Overview
12.6.2 Financial
12.6.3 Product / Services Offered
12.6.4 SWOT Analysis
12.7 Houdini Software
12.7.1 Company Overview
12.7.2 Financial
12.7.3 Product / Services Offered
12.7.4 SWOT Analysis
12.8 Cinema 4D by Maxon
12.8.1 Company Overview
12.8.2 Financial
12.8.3 Product / Services Offered
12.8.4 SWOT Analysis
12.9 Smith Micro Software, Inc.
12.9.1 Company Overview
12.9.2 Financial
12.9.3 Product / Services Offered
12.9.4 SWOT Analysis
12.10 Unity Technologies
12.10.1 Company Overview
12.10.2 Financial
12.10.3 Product/ Services Offered
12.10.4 SWOT Analysis
13. Use Cases and Best Practices
14. Conclusion
An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.
Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.
The 5 steps process:
Step 1: Secondary Research:
Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.
Step 2: Primary Research
When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data. This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.
We at SNS Insider have divided Primary Research into 2 parts.
Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.
This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.
Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.
Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.
Step 3: Data Bank Validation
Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.
Step 4: QA/QC Process
After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.
Step 5: Final QC/QA Process:
This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.
Key Segments:
By Product
2D Animation
3D Animation
Flipbook Animation
Stop Motion
By Solution:
Software
Services
Integration & Design Services
Consulting Services
Training & Education Services
By Deployment
On-premise
Cloud-based
By End-use
Media & Entertainment
Architecture & Construction
Automotive
Healthcare & Life Sciences
Education & Academics
Government & Defense
Others
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REGIONAL COVERAGE:
North America
US
Canada
Mexico
Europe
Eastern Europe
Poland
Romania
Hungary
Turkey
Rest of Eastern Europe
Western Europe
Germany
France
UK
Italy
Spain
Netherlands
Switzerland
Austria
Rest of Western Europe
Asia Pacific
China
India
Japan
South Korea
Vietnam
Singapore
Australia
Rest of Asia Pacific
Middle East & Africa
Middle East
UAE
Egypt
Saudi Arabia
Qatar
Rest of the Middle East
Africa
Nigeria
South Africa
Rest of Africa
Latin America
Brazil
Argentina
Colombia
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Available Customization
With the given market data, SNS Insider offers customization as per the company’s specific needs. The following customization options are available for the report:
Product Analysis
Criss-Cross segment analysis (e.g. Product X Application)
Product Matrix which gives a detailed comparison of product portfolio of each company
Geographic Analysis
Additional countries in any of the regions
Company Information
Detailed analysis and profiling of additional market players (Up to five)
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The Self-checkout Systems Market was valued at USD 4.62 Billion in 2023 and will reach USD 15.49 Billion by 2032, growing at a CAGR of 14.42% by 2024-2032.
Network Attached Storage Market was worth USD 31.71 billion in 2023 and is predicted to be worth USD 109.72 billion by 2032, growing at a CAGR of 14.82% between 2024 and 2032.
The Video Analytics Market size was valued at USD 8.12 billion in 2023 and is expected to reach USD 50.31 billion by 2032, growing at a CAGR of 22.51% over the forecast period of 2024-2032.
The Workspace as a Service (WaaS) Market Size was valued at USD 8.4 Billion in 2023 and will reach USD 33.4 Billion by 2032 and grow at a CAGR of 16.6% by 2032
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