![]() Mexico Digital Animation Market
Mexico digital animation market is expected to reach USD 16.45 billion by 2032 from USD 9.76 billion in 2024, growing with a CAGR of 6.8% in the forecast period of 2025 to 2032. Market Segmentati... もっと見る
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SummaryMexico digital animation market is expected to reach USD 16.45 billion by 2032 from USD 9.76 billion in 2024, growing with a CAGR of 6.8% in the forecast period of 2025 to 2032.Market Segmentation: Mexico Digital Animation Market, By Type (3D Animation, 2D Animation, Motion Capture/ Motion Graphics, Animation With Live Action, Typography Animation, Whiteboard Animation, Rotoscoping, Traditional/ Handmade/Cell Animation, Stop Motion/Frame By Frame, Cutout Animation, Claymation, and Others), Deployment Mode (Cloud Based and On Premise), Marketing Channels (OTT, Advertisements, Ticket Sales, Broadcast/Satellite Rights, Comic/Manga, and Others), Application (Entertainment, Marketing and Advertising, Gaming, Architecture and Engineering Design, Simulations, Data Visualization, Modern Arts, and Others), Vertical (Motion Picture/Film Industry, Gaming Industry, Education & Academics, Healthcare & Pharmaceuticals Industry, Mass Consumption, Automotive Industry, Retail & E-Commerce Industry, Real Estate Sector, Government & Defence, and Others), End Consumers (Streaming Platforms, Television Channels, Advertising Agencies, and Others), Animation and Media Production Services Type (2D and 3D Animation Services, Post-Production and Visual Effects (VFX), Pre-Production and Concept Development, Video Production and Digital Media, Audio Production and Sound Design, and Others), Provinces (Mexico City, State of Mexico, Nuevo León, Jalisco, Veracruz, Guanajuato, Baja California, Sonora, Chihuahua, and Rest of Mexico) - Industry Trends and Forecast to 2032 Overview of Mexico Digital Animation Market Dynamics: Drivers • Growing demand for high-quality animated content in films, advertising, and gaming • Rising investments in digital media and entertainment industries Restraints • High production costs and limited access to advanced animation technology • Shortage of skilled professionals and specialized training programs Opportunities • Rising demand for educational and e-learning content using animated formats • Increasing collaboration between international studios and local mexican animation houses Market Players: The key market players operating in the Mexico digital animation market are listed below: • Epic Games, Inc. • Universal Studios • SEGA • Anima Estudios S.A.P.I. de C.V. • Visualma • VIDENS • Casa Anafre | Animation Studio • Intermedia Digital Studio • Estudio Haini • wearehobby • Chaman Animation Studio • Morita Creative Studios • Cinema Fantasma • EXODO ANIMATION STUDIOS • Cluster Studio • Boxel Studio • Clik Clak Studio • Sony Pictures Animation Inc. • Huevocartoon • Disney Enterprises, Inc. Table of ContentsTABLE OF CONTENTS1 INTRODUCTION 29 1.1 OBJECTIVES OF THE STUDY 29 1.2 MARKET DEFINITION 29 1.3 OVERVIEW OF MEXICO DIGITAL ANIMATION MARKET 29 1.4 CURRENCY AND PRICING 31 1.5 LIMITATIONS 31 1.6 MARKETS COVERED 32 2 MARKET SEGMENTATION 39 2.1 MARKETS COVERED 39 2.2 GEOGRAPHICAL SCOPE 40 2.3 YEARS CONSIDERED FOR THE STUDY 40 2.4 DBMR TRIPOD DATA VALIDATION MODEL 41 2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 44 2.6 DBMR MARKET POSITION GRID 45 2.7 VENDOR SHARE ANALYSIS 46 2.8 MULTIVARIATE MODELING 47 2.9 TYPE TIMELINE CURVE 48 2.10 MARKET END CONSUMERS COVERAGE GRID 49 2.11 SECONDARY SOURCES 50 2.12 ASSUMPTIONS 50 3 EXECUTIVE SUMMARY 51 4 PREMIUM INSIGHTS 58 4.1 PORTER’S FIVE FORCES 59 4.2 PENETRATION AND GROWTH PROSPECT MAPPING 60 4.3 NEW BUSINESS AND EMERGING BUSINESS REVENUE OPPORTUNITIES 63 4.4 DIGITAL ANIMATION TRENDS 64 4.5 MARKET ACCESS REQUIREMENTS FOR ANIMATION MARKET 65 4.5.1 MARKET REGULATIONS NEEDED FOR DIGITAL ANIMATION MARKET 65 4.5.2 DEMAND ANALYSIS OF ANIMATION MARKET 66 4.6 CONSUMER BEHAVIOR 68 4.6.1 BUYING PATTERN 68 4.6.2 USES ANALYSIS 69 4.7 IMPORTANT PLAYERS IN THE DIGITAL ANIMATION ECOSYSTEM IN MEXICO 70 4.7.1 CONCLUSION 71 4.8 PRICING ANALYSIS 72 4.9 PRODUCTION AND SERVICE COSTS IN THE DIGITAL ANIMATION INDUSTRY (COSTS PER MAN-HOUR) 74 4.9.1 OVERVIEW 74 4.10 TECHNICAL AND QUALITY REQUIREMENTS DEMANDED BY THE MEXICAN MARKET 76 4.11 OPPORTUNITIES FOR PARTNERSHIPS WITH MEXICAN INSTITUTIONS IN THE MEXICO DIGITAL ANIMATION MARKET 78 4.12 KEY STUDIOS AND COMPANIES IN DIGITAL ANIMATION 80 4.13 COMPANIES IN MEXICO (PRODUCTION COMPANIES, ADVERTISING AGENCIES, AMONG OTHERS) THAT USE OR CONTRACT SERVICES FROM 81 4.14 INDUSTRY ANALYSIS & FUTURISTIC SCENARIO 84 4.15 TECHNOLOGY ANALYSIS 86 4.16 CHALLENGES 90 4.16.1 INADEQUATE ACCESS TO DOMESTIC FUNDING AND FINANCIAL SUPPORT 90 4.16.2 LACK OF GLOBAL PRESENCE AND RECOGNITION 90 4.16.3 INDUSTRY FRAGMENTATION AND WEAK COLLABORATIVE NETWORKS 90 4.16.4 CULTURAL AND LANGUAGE BARRIERS TO INTERNATIONAL SUCCESS 91 4.17 INHOUSE IMPLEMENTATION/OUTSOURCED (THIRD PARTY) IMPLEMENTATION 92 4.17.1 CUSTOMER BASE 93 4.18 FUNDING DETAILS—INVESTOR DETAILS, REASON OF INVESTMENT FROM INVESTOR 101 5 REGULATORY STANDARDS 102 5.1 MEXICO DIGITAL ANIMATION MARKET – REGULATORY STANDARDS OVERVIEW 102 6 TARIFFS & IMPACT ON THE MEXICO DIGITAL ANIMATION MARKET 103 6.1 OVERVIEW 103 6.2 TARIFF STRUCTURES 103 6.2.1 GLOBAL VS. REGIONAL TARIFF STRUCTURES 103 6.2.2 MEXICO: ICT TARIFF POLICIES 104 6.3 EMERGING MARKETS: CHALLENGES IN TARIFF IMPLEMENTATION 104 6.4 IMPACT OF COSTS ON DIGITAL COMPONENTS 104 6.5 MARKET DISRUPTIONS 104 6.6 UNCERTAINTY AND INVESTMENT 104 6.7 IMPACT ON INNOVATION 105 6.8 COMPETITION AND MARKET DYNAMICS 106 6.9 EFFECT ON SMALL AND MEDIUM ENTERPRISES (SMES) 106 6.10 DEPLOYMENT OF DIGITAL COMPONENTS 106 6.11 STRATEGIC RESPONSES AND INDUSTRY OUTLOOK 106 6.12 ADVOCACY FOR POLICY ADJUSTMENTS 106 7 MARKET OVERVIEW 107 7.1 DRIVERS 109 7.1.1 GROWING DEMAND FOR HIGH-QUALITY ANIMATED CONTENT IN FILMS, ADVERTISING, AND GAMING 109 7.1.2 RISING INVESTMENTS IN DIGITAL MEDIA AND ENTERTAINMENT INDUSTRIES 109 7.1.3 EXPANSION OF STREAMING PLATFORMS INCREASING THE NEED FOR ORIGINAL ANIMATED CONTENT 110 7.1.4 TECHNOLOGICAL ADVANCEMENTS IN ANIMATION SOFTWARE AND TOOLS 111 7.2 RESTRAINTS 112 7.2.1 HIGH PRODUCTION COSTS AND LIMITED ACCESS TO ADVANCED ANIMATION TECHNOLOGY 112 7.2.2 REGULATORY AND BUREAUCRATIC HURDLES FOR MEDIA AND ENTERTAINMENT BUSINESSES 113 7.3 OPPORTUNITIES 113 7.3.1 RISING DEMAND FOR EDUCATIONAL AND E-LEARNING CONTENT USING ANIMATED FORMATS 113 7.3.2 INCREASING COLLABORATION BETWEEN INTERNATIONAL STUDIOS AND LOCAL MEXICAN ANIMATION HOUSES 114 7.3.3 GROWING POPULARITY OF LATIN AMERICAN STORYTELLING AND CULTURAL REPRESENTATION IN GLOBAL CONTENT 115 7.4 CHALLENGES 115 7.4.1 SHORTAGE OF SKILLED PROFESSIONALS AND SPECIALIZED TRAINING PROGRAMS 115 7.4.2 INTELLECTUAL PROPERTY PROTECTION AND PIRACY CONCERNS 116 8 MEXICO DIGITAL ANIMATION MARKET, BY TYPE 117 8.1 OVERVIEW 118 8.2 3D ANIMATION 121 8.2.1 CGI 121 8.2.2 MODELING AND SCULPTING 121 8.2.3 VIRTUAL REALITY 121 8.2.4 OTHERS 121 8.3 2D ANIMATION 122 8.4 MOTION CAPTURE/MOTION GRAPHICS 122 8.5 ANIMATION WITH LIVE ACTION 122 8.6 TYPOGRAPHY ANIMATION 122 8.7 WHITEBOARD ANIMATION 122 8.8 ROTOSCOPING 122 8.8.1 DIGITAL 123 8.8.2 VECTOR 123 8.8.3 OTHERS 123 8.9 TRADITIONAL/HANDMADE/CELL ANIMATION 123 8.10 STOP MOTION/FRAME BY FRAME 123 8.11 CUTOUT ANIMATION 123 8.12 CLAYMATION 123 8.12.1 SILICON 124 8.12.2 CLAY 124 8.12.3 GO MOTION 124 8.12.4 OTHER 124 8.13 OTHERS 124 9 MEXICO DIGITAL ANIMATION MARKET, BY DEPLOYMENT MODE 125 9.1 OVERVIEW 126 9.2 CLOUD BASED 127 9.3 ON PREMISE 127 10 MEXICO DIGITAL ANIMATION MARKET, MARKETING CHANNELS 128 10.1 OVERVIEW 129 10.2 OTT 130 10.3 ADVERTISEMENTS 130 10.4 TICKET SALES 130 10.5 BROADCAST/SATELLITE RIGHTS 130 10.6 COMIC/MANGA 131 10.7 OTHERS 131 11 MEXICO DIGITAL ANIMATION MARKET, BY APPLICATION 132 11.1 OVERVIEW 133 11.2 ENTERTAINMENT 134 11.3 MARKETING AND ADVERTISING 134 11.4 GAMING 134 11.5 ARCHITECTURE AND ENGINEERING DESIGN 134 11.6 SIMULATIONS 135 11.7 DATA VISUALIZATION 135 11.8 MODERN ARTS 135 11.9 OTHERS 135 12 MEXICO DIGITAL ANIMATION MARKET, BY VERTICAL 136 12.1 OVERVIEW 137 12.2 MOTION PICTURE/FILM INDUSTRY 139 12.2.1 MOTION CAPTURE/MOTION GRAPHICS 139 12.2.2 2D ANIMATION 139 12.2.3 3D ANIMATION 140 12.2.4 TYPOGRAPHY ANIMATION 140 12.2.5 ROTOSCOPING 140 12.2.6 STOP MOTION/CUTOUT ANIMATION 140 12.2.7 CLAYMATION 140 12.2.8 WHITEBOARD ANIMATION 140 12.2.9 TRADITIONAL/HANDMADE/CELL ANIMATION 140 12.2.10 OTHERS 140 12.3 GAMING INDUSTRY 141 12.3.1 3D ANIMATION 141 12.3.2 2D ANIMATION 141 12.3.3 MOTION CAPTURE/MOTION GRAPHICS 142 12.3.4 TYPOGRAPHY ANIMATION 142 12.3.5 WHITEBOARD ANIMATION 142 12.3.6 ROTOSCOPING 142 12.3.7 STOP MOTION/CUTOUT ANIMATION 142 12.3.8 CLAYMATION 142 12.3.9 TRADITIONAL/HANDMADE/CELL ANIMATION 142 12.3.10 OTHERS 142 12.4 EDUCATION & ACADEMICS 143 12.4.1 2D ANIMATION 143 12.4.2 WHITEBOARD ANIMATION 143 12.4.3 3D ANIMATION 144 12.4.4 MOTION CAPTURE/MOTION GRAPHICS 144 12.4.5 TYPOGRAPHY ANIMATION 144 12.4.6 ROTOSCOPING 144 12.4.7 STOP MOTION/CUTOUT ANIMATION 144 12.4.8 CLAYMATION 144 12.4.9 TRADITIONAL/HANDMADE/CELL ANIMATION 144 12.4.10 OTHERS 144 12.5 HEALTHCARE & PHARMACEUTICALS INDUSTRY 145 12.5.1 2D ANIMATION 145 12.5.2 WHITEBOARD ANIMATION 145 12.5.3 3D ANIMATION 146 12.5.4 MOTION CAPTURE/MOTION GRAPHICS 146 12.5.5 TYPOGRAPHY ANIMATION 146 12.5.6 ROTOSCOPING 146 12.5.7 STOP MOTION/CUTOUT ANIMATION 146 12.5.8 CLAYMATION 146 12.5.9 TRADITIONAL/HANDMADE/CELL ANIMATION 146 12.5.10 OTHERS 146 12.6 MASS CONSUMPTION 147 12.6.1 2D ANIMATION 147 12.6.2 MOTION CAPTURE/MOTION GRAPHICS 147 12.6.3 TYPOGRAPHY ANIMATION 148 12.6.4 ROTOSCOPING 148 12.6.5 STOP MOTION/CUTOUT ANIMATION 148 12.6.6 CLAYMATION 148 12.6.7 3D ANIMATION 148 12.6.8 WHITEBOARD ANIMATION 148 12.6.9 TRADITIONAL/HANDMADE/CELL ANIMATION 148 12.6.10 OTHERS 148 12.7 AUTOMOTIVE INDUSTRY 149 12.7.1 2D ANIMATION 149 12.7.2 MOTION CAPTURE/MOTION GRAPHICS 149 12.7.3 TYPOGRAPHY ANIMATION 150 12.7.4 WHITEBOARD ANIMATION 150 12.7.5 3D ANIMATION 150 12.7.6 ROTOSCOPING 150 12.7.7 STOP MOTION/CUTOUT ANIMATION 150 12.7.8 CLAYMATION 150 12.7.9 TRADITIONAL/HANDMADE/CELL ANIMATION 150 12.7.10 OTHERS 150 12.8 RETAIL & E-COMMERCE INDUSTRY 151 12.8.1 2D ANIMATION 151 12.8.2 3D ANIMATION 151 12.8.3 MOTION CAPTURE/MOTION GRAPHICS 152 12.8.4 TYPOGRAPHY ANIMATION 152 12.8.5 WHITEBOARD ANIMATION 152 12.8.6 ROTOSCOPING 152 12.8.7 STOP MOTION/CUTOUT ANIMATION 152 12.8.8 CLAYMATION 152 12.8.9 TRADITIONAL/HANDMADE/CELL ANIMATION 152 12.8.10 OTHERS 152 12.9 REAL ESTATE SECTOR 153 12.9.1 3D ANIMATION 153 12.9.2 2D ANIMATION 153 12.9.3 MOTION CAPTURE/MOTION GRAPHICS 154 12.9.4 TYPOGRAPHY ANIMATION 154 12.9.5 WHITEBOARD ANIMATION 154 12.9.6 ROTOSCOPING 154 12.9.7 STOP MOTION/CUTOUT ANIMATION 154 12.9.8 CLAYMATION 154 12.9.9 TRADITIONAL/HANDMADE/CELL ANIMATION 154 12.9.10 OTHERS 154 12.10 GOVERNMENT & DEFENSE 155 12.10.1 2D ANIMATION 155 12.10.2 MOTION CAPTURE/MOTION GRAPHICS 155 12.10.3 TYPOGRAPHY ANIMATION 156 12.10.4 WHITEBOARD ANIMATION 156 12.10.5 3D ANIMATION 156 12.10.6 ROTOSCOPING 156 12.10.7 STOP MOTION/CUTOUT ANIMATION 156 12.10.8 CLAYMATION 156 12.10.9 TRADITIONAL/HANDMADE/CELL ANIMATION 156 12.10.10 OTHERS 156 12.11 OTHERS 156 13 MEXICO DIGITAL ANIMATION MARKET, END CONSUMERS 157 13.1 OVERVIEW 158 13.2 STREAMING PLATFORMS 159 13.3 TELEVISION CHANNELS 159 13.4 ADVERTISING AGENCIES 159 13.5 OTHERS 159 14 MEXICO DIGITAL ANIMATION MARKET, ANIMATION AND MEDIA PRODUCTION SERVICES TYPE 160 14.1 OVERVIEW 161 14.2 2D AND 3D ANIMATION SERVICES 163 14.2.1 2D & 3D ANIMATION VIDEOS 164 14.2.1.1 SERIES 164 14.2.1.2 FILMS 164 14.2.1.3 SHORT FILMS 164 14.2.1.4 MUSIC VIDEOS 164 14.2.2 2D & 3D ANIMATION ADVERTISING 165 14.2.3 PRODUCT MODELING SERVICES 165 14.2.4 CHARACTER DESIGN 165 14.2.5 VIRTUAL REALITY (VR)/AUGMENTED REALITY (AR) 165 14.2.6 OTHERS 165 14.3 POST-PRODUCTION AND VISUAL EFFECTS (VFX) 165 14.4 PRE-PRODUCTION AND CONCEPT DEVELOPMENT 166 14.4.1 STORYBOARDS AND ANIMATICS 166 14.4.2 CONCEPT DESIGN AND SCRIPT VISUALIZATION 166 14.4.3 E-LEARNING VIDEO CONCEPTS AND STRUCTURE 166 14.5 VIDEO PRODUCTION AND DIGITAL MEDIA 167 14.5.1 VIDEO PRODUCTION AND DIGITAL MEDIA 167 14.5.1.1 ADS 168 14.5.1.2 BRANDING 168 14.5.1.3 EDUCATIONAL CONTENT 168 14.5.1.4 OTHERS 168 14.5.2 DIGITAL MARKETING CONTENT CREATION 168 14.5.3 PACKAGING DESIGN 168 14.5.4 OTHERS 168 14.6 AUDIO PRODUCTION AND SOUND DESIGN 169 14.6.1 AUDIO POST-PRODUCTION (MIXING & MASTERING) 169 14.6.2 DUBBING OF FILMS 169 14.6.3 MUSIC PRODUCTION AND SOUND DESIGN 169 14.6.4 OTHERS 169 14.7 OTHERS 170 15 MEXICO DIGITAL ANIMATION MARKET COUNTRY 171 15.1 MEXICO 171 15.1.1 MEXICO CITY 174 15.1.2 STATE OF MEXICO 190 15.1.3 NUEVO LEÓN 208 15.1.4 JALISCO 224 15.1.5 VERACRUZ 241 15.1.6 GUANAJUATO 257 15.1.7 BAJA CALIFORNIA 273 15.1.8 SONORA 289 15.1.9 CHIHUAHUA 305 15.1.10 REST OF MEXICO 321 16 MEXICO DIGITAL ANIMATION MARKET 322 16.1 COMPANY SHARE ANALYSIS: MEXICO 322 17 SWOT ANALYSIS 323 18 COMPANY PROFILES 324 18.1 EPIC GAMES, INC. 324 18.1.1 COMPANY SNAPSHOT 324 18.1.2 SERVICE PORTFOLIO 324 18.1.3 RECENT DEVELOPMENT 325 18.1.4 MARKETING CHANNEL BENCHMARKING 326 18.2 UNIVERSAL STUDIOS 327 18.2.1 COMPANY SNAPSHOT 327 18.2.2 SERVICE PORTFOLIO 327 18.2.3 RECENT DEVELOPMENT 328 18.2.4 MARKETING CHANNEL BENCHMARKING 328 18.3 SEGA 329 18.3.1 COMPANY SNAPSHOT 329 18.3.2 REVENUE ANALYSIS 329 18.3.3 SERVICE PORTFOLIO 330 18.3.4 RECENT DEVELOPMENT 330 18.3.5 MARKETING CHANNEL BENCHMARKING 330 18.4 ANIMA ESTUDIOS S.A.P.I. DE C.V 331 18.4.1 COMPANY SNAPSHOT 331 18.4.2 SERVICE PORTFOLIO 331 18.4.3 RECENT DEVELOPMENT 332 18.4.4 MARKETING CHANNEL BENCHMARKING 332 18.5 VISUALMA 333 18.5.1 COMPANY SNAPSHOT 333 18.5.2 SERVICE PORTFOLIO 333 18.5.3 RECENT DEVELOPMENTS 335 18.5.4 MARKETING CHANNEL BENCHMARKING 335 18.6 BOXEL STUDIO 336 18.6.1 COMPANY SNAPSHOT 336 18.6.2 SERVICE PORTFOLIO 336 18.6.3 RECENT DEVELOPMENT 337 18.6.4 MARKETING CHANNEL BENCHMARKING 337 18.7 CASA ANAFRE | ANIMATION STUDIO 338 18.7.1 COMPANY SNAPSHOT 338 18.7.2 SERVICE PORTFOLIO 338 18.7.3 RECENT DEVELOPMENT 339 18.7.4 MARKETING CHANNEL BENCHMARKING 340 18.8 CHAMAN ANIMATION STUDIO 341 18.8.1 COMPANY SNAPSHOT 341 18.8.2 SERVICE PORTFOLIO 341 18.8.3 RECENT DEVELOPMENT/NEWS 341 18.8.4 MARKETING CHANNEL BENCHMARKING 342 18.9 CINEMA FANTASMA 343 18.9.1 COMPANY SNAPSHOT 343 18.9.2 SERVICE PORTFOLIO 343 18.9.3 RECENT DEVELOPMENT 344 18.9.4 MARKETING CHANNEL BENCHMARKING 344 18.10 CLIK CLAK STUDIO 345 18.10.1 COMPANY SNAPSHOT 345 18.10.2 SERVICE PORTFOLIO 345 18.10.3 RECENT DEVELOPMENT 345 18.10.4 MARKETING CHANNEL BENCHMARKING 345 18.11 CLUSTER STUDIO 346 18.11.1 COMPANY SNAPSHOT 346 18.11.2 SERVICE PORTFOLIO 346 18.11.3 RECENT DEVELOPMENT 347 18.11.4 MARKETING CHANNEL BENCHMARKING 347 18.12 DISNEY ENTERPRISES, INC. 348 18.12.1 COMPANY SNAPSHOT 348 18.12.2 SERVICE PORTFOLIO 348 18.12.3 RECENT NEWS 349 18.12.4 MARKETING CHANNEL BENCHMARKING 349 18.13 ESTUDIO HAINI 350 18.13.1 COMPANY SNAPSHOT 350 18.13.2 SERVICE PORTFOLIO 350 18.13.3 RECENT DEVELOPMENT 350 18.13.4 MARKETING CHANNEL BENCHMARKING 351 18.14 EXODO ANIMATION STUDIOS 352 18.14.1 COMPANY SNAPSHOT 352 18.14.2 SERVICE PORTFOLIO 352 18.14.3 RECENT DEVELOPMENT 353 18.14.4 MARKETING CHANNEL BENCHMARKING 353 18.15 HUEVOCARTOON 354 18.15.1 COMPANY SNAPSHOT 354 18.15.2 SERVICE PORTFOLIO 354 18.15.3 RECENT DEVELOPMENT 355 18.15.4 MARKETING CHANNEL BENCHMARKING 355 18.16 INTERMEDIA DIGITAL STUDIO 356 18.16.1 COMPANY SNAPSHOT 356 18.16.2 SERVICE PORTFOLIO 356 18.16.3 RECENT DEVELOPMENT 356 18.16.4 MARKETING CHANNEL BENCHMARKING 357 18.17 MORITA CREATIVE STUDIO 358 18.17.1 COMPANY SNAPSHOT 358 18.17.2 SERVICE PORTFOLIO 358 18.17.3 RECENT DEVELOPMENT 359 18.17.4 MARKETING CHANNEL BENCHMARKING 359 18.18 SONY PICTURES ANIMATION INC. 360 18.18.1 COMPANY SNAPSHOT 360 18.18.2 SERVICE PORTFOLIO 360 18.18.3 RECENT DEVELOPMENTS 361 18.18.4 MARKETING CHANNEL BENCHMARKING 361 18.19 VIDENS 362 18.19.1 COMPANY SNAPSHOT 362 18.19.2 SERVICE PORTFOLIO 362 18.19.3 RECENT DEVELOPMENT 362 18.19.4 MARKETING CHANNEL BENCHMARKING 363 18.20 WEAREHOBBY 364 18.20.1 COMPANY SNAPSHOT 364 18.20.2 SERVICE PORTFOLIO 364 18.20.3 RECENT DEVELOPMENT 365 18.20.4 MARKETING CHANNEL BENCHMARKING 365 19 QUESTIONNAIRE 366 20 RELATED REPORTS 370
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