| Product Code: ETC5427124 | Publication Date: Nov 2023 | Updated Date: Aug 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 60 | No. of Figures: 30 | No. of Tables: 5 |
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 New Zealand Country Macro Economic Indicators |
3.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2021 & 2031F |
3.6 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2021 & 2031F |
3.7 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share Segmentations, 2021 & 2031F |
4 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing demand for immersive and interactive gaming experiences. |
4.2.2 Technological advancements in mobile, PC, and console gaming. |
4.2.3 Growing popularity of 2D, 3D, and visual effects in entertainment content. |
4.3 Market Restraints |
4.3.1 High competition in the gaming and animation industry. |
4.3.2 Rapid changes in consumer preferences and trends. |
4.3.3 Regulatory challenges and compliance requirements. |
5 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Segmentations |
6.1 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment |
6.1.1 Overview and Analysis |
6.1.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021-2031F |
6.1.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021-2031F |
6.1.4 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021-2031F |
6.1.5 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021-2031F |
6.1.6 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2021-2031F |
6.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments |
6.2.1 Overview and Analysis |
6.2.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2021-2031F |
6.2.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2021-2031F |
6.2.4 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2021-2031F |
6.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Segmentations |
6.3.1 Overview and Analysis |
6.3.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2021-2031F |
6.3.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2021-2031F |
6.3.4 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2021-2031F |
6.3.5 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2021-2031F |
7 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average session duration per user on gaming and animation platforms. |
8.2 Percentage of repeat users engaging with new content releases. |
8.3 User engagement metrics such as daily active users or monthly active users. |
8.4 Adoption rate of new technologies and features within gaming and animation products. |
8.5 Customer satisfaction scores and feedback for gaming and animation content and experiences. |
9 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2021 & 2031F |
9.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2021 & 2031F |
9.3 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment Segmentations, 2021 & 2031F |
10 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 New Zealand Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations | 13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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