| Product Code: ETC4383992 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 Sri Lanka Country Macro Economic Indicators |
3.2 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 Sri Lanka 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 Sri Lanka 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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Types, 2021 & 2031F |
4 Sri Lanka 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 internet penetration and smartphone adoption in Sri Lanka |
4.2.2 Growing demand for entertainment content across various platforms |
4.2.3 Rise in disposable income leading to higher spending on gaming and animation products and services |
4.3 Market Restraints |
4.3.1 Limited availability of high-quality gaming and animation content creators in Sri Lanka |
4.3.2 Infrastructure challenges such as limited access to high-speed internet in certain regions |
4.3.3 Lack of proper regulatory framework and intellectual property protection for gaming and animation industry |
5 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.1 Sri Lanka 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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Entertainment, 2021 - 2031F |
6.1.3 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021 - 2031F |
6.1.4 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021 - 2031F |
6.1.5 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021 - 2031F |
6.1.6 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021 - 2031F |
6.1.7 Sri Lanka 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 Sri Lanka 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 Sri Lanka 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 Sri Lanka 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 Sri Lanka 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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.3.1 Overview and Analysis |
6.3.2 Sri Lanka 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 Sri Lanka 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 Sri Lanka 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 Sri Lanka 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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average monthly active users (MAU) of gaming and entertainment apps in Sri Lanka |
8.2 Engagement metrics such as average session duration and retention rate for gaming and animation content |
8.3 Number of local partnerships and collaborations in the gaming and animation industry |
9 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 Sri Lanka 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 Sri Lanka 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 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Types, 2021 & 2031F |
10 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 Sri Lanka Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 Sri Lanka 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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