全球遊戲人工智慧(AI)市場:2026-2030 年
市場調查報告書
商品編碼
1975615

全球遊戲人工智慧(AI)市場:2026-2030 年

Global Artificial Intelligence (AI) In Games Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 304 Pages | 訂單完成後即時交付

價格
簡介目錄

預計 2025 年至 2030 年間,全球遊戲人工智慧 (AI) 市場規模將成長至 341.43 億美元,預測期內複合年成長率 (CAGR) 為 40.7%。

本報告對全球遊戲領域的人工智慧 (AI) 進行了全面分析,涵蓋市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。市場成長的驅動力包括:人工智慧生成音景和動態音樂製作的產業化、智慧NPC和動態主動敘事系統的演進,以及人工智慧驅動的品質保證和自動化現場營運的產業化。

本研究採用客觀的方法,結合一手和二手資料,包括來自主要產業相關人員的資訊。報告內容涵蓋主要企業分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2026
年末 2030
預測期 2026-2030
成長勢頭 加速度
2026 年與前一年相比 35%
複合年成長率 40.7%
增量 341.43億美元

本研究指出,人工智慧驅動的程式化內容生成和自動化世界建構的整合將是未來幾年人工智慧(AI)在全球遊戲領域發展的關鍵促進因素。此外,人工智慧驅動的玩家分析和行為模式的反作弊系統的擴展,以及邊緣人工智慧和用於低延遲互動的混合雲端架構的發展,預計也將產生巨大的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 混淆因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球遊戲人工智慧(AI)市場
  • 類型細分分析,2020-2024 年
  • 技術細分市場分析,2020-2024 年
  • 2020-2024 年基於類型細分市場的分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章:五力分析

  • 五力模型概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

第7章 市場區隔:依類型

  • 比較:按類型
  • 人工智慧驅動平台
  • 人工智慧遊戲
  • 市場機會:按類型分類

第8章 市場區隔:依技術分類

  • 比較:按技術
  • 機器學習
  • 自然語言處理
  • 電腦視覺
  • 機器人技術
  • 市場機會:依技術分類

第9章 市場細分:依類型

  • 比較:按類型
  • 動作冒險
  • 角色扮演遊戲
  • 第一人稱射擊遊戲
  • 模擬策略
  • 其他
  • 市場機會:按類型分類

第10章 客戶情況

第11章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 澳洲
    • 印尼
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 哥倫比亞
    • 智利
  • 中東和非洲
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • 埃及
    • 土耳其
  • 市場機會:按地區分類

第12章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第13章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第14章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Amazon.com Inc.
  • Charisma Entertainment Ltd.
  • Didimo
  • Eleven Labs Inc.
  • Epic Games Inc.
  • Google LLC
  • IBM Corp.
  • Inworld AI
  • Keywords Studios Plc
  • Leonardo Interactive Pty Ltd
  • Microsoft Corp.
  • NVIDIA Corp.
  • Sony Group Corp.
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA

第15章附錄

簡介目錄
Product Code: IRTNTR76727

The global artificial intelligence (AI) in games market is forecasted to grow by USD 34104.3 mn during 2025-2030, accelerating at a CAGR of 40.7% during the forecast period. The report on the global artificial intelligence (AI) in games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by industrialization of ai-generated soundscapes and dynamic musical composition, evolution of intelligent npcs and dynamic, agentic narrative systems, industrialization of ai-driven quality assurance and automated live operations.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202635%
CAGR40.7%
Incremental Value$34104.3 mn

Technavio's global artificial intelligence (AI) in games market is segmented as below:

By Type

  • AI enabled platforms
  • AI enabled games

By Technology

  • Machine learning
  • Natural language processing
  • Computer vision
  • Robotics

By Genre

  • Action and adventure
  • Role-playing games
  • First-person shooter
  • Simulation and strategy
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Colombia
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
    • Turkey
  • Rest of World (ROW)

This study identifies the integration of ai-driven procedural content generation and automated world building as one of the prime reasons driving the global artificial intelligence (AI) in games market growth during the next few years. Also, expansion of ai-powered player analytics and behavioral anti-cheat systems and growth of edge ai and hybrid cloud architectures for low-latency interaction will lead to sizable demand in the market.

The report on the global artificial intelligence (AI) in games market covers the following areas:

  • Global artificial intelligence (AI) in games market sizing
  • Global artificial intelligence (AI) in games market forecast
  • Global artificial intelligence (AI) in games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global artificial intelligence (AI) in games market vendors that include Amazon.com Inc., Charisma Entertainment Ltd., Didimo, Electronic Arts Inc., Eleven Labs Inc., Epic Games Inc., Google LLC, IBM Corp., Inworld AI, Keywords Studios Plc, Kinetix, Leonardo Interactive Pty Ltd, Microsoft Corp., Modl.ai, NVIDIA Corp., Promethean AI Inc., Ready Player Me, Sony Group Corp., Tencent Holdings Ltd., Ubisoft Entertainment SA, Unity Technologies Inc.. Also, the global artificial intelligence (AI) in games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Artificial Intelligence (AI) In Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Artificial Intelligence (AI) In Games Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.4 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Five Forces Analysis

  • 6.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 6.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 6.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 6.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 6.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 6.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 6.7 Market condition

7 Market Segmentation by Type

  • 7.1 Market segments
  • 7.2 Comparison by Type
  • 7.3 AI enabled platforms - Market size and forecast 2025-2030
  • 7.4 AI enabled games - Market size and forecast 2025-2030
  • 7.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

8 Market Segmentation by Technology

  • 8.1 Market segments
  • 8.2 Comparison by Technology
  • 8.3 Machine learning - Market size and forecast 2025-2030
  • 8.4 Natural language processing - Market size and forecast 2025-2030
  • 8.5 Computer vision - Market size and forecast 2025-2030
  • 8.6 Robotics - Market size and forecast 2025-2030
  • 8.7 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 Action and adventure - Market size and forecast 2025-2030
  • 9.4 Role-playing games - Market size and forecast 2025-2030
  • 9.5 First-person shooter - Market size and forecast 2025-2030
  • 9.6 Simulation and strategy - Market size and forecast 2025-2030
  • 9.7 Others - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Customer Landscape

  • 10.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

11 Geographic Landscape

  • 11.1 Geographic segmentation
  • 11.2 Geographic comparison
  • 11.3 North America - Market size and forecast 2025-2030
    • 11.3.1 US - Market size and forecast 2025-2030
    • 11.3.2 Canada - Market size and forecast 2025-2030
    • 11.3.3 Mexico - Market size and forecast 2025-2030
  • 11.4 APAC - Market size and forecast 2025-2030
    • 11.4.1 China - Market size and forecast 2025-2030
    • 11.4.2 Japan - Market size and forecast 2025-2030
    • 11.4.3 South Korea - Market size and forecast 2025-2030
    • 11.4.4 India - Market size and forecast 2025-2030
    • 11.4.5 Australia - Market size and forecast 2025-2030
    • 11.4.6 Indonesia - Market size and forecast 2025-2030
  • 11.5 Europe - Market size and forecast 2025-2030
    • 11.5.1 Germany - Market size and forecast 2025-2030
    • 11.5.2 UK - Market size and forecast 2025-2030
    • 11.5.3 France - Market size and forecast 2025-2030
    • 11.5.4 Italy - Market size and forecast 2025-2030
    • 11.5.5 Spain - Market size and forecast 2025-2030
    • 11.5.6 The Netherlands - Market size and forecast 2025-2030
  • 11.6 South America - Market size and forecast 2025-2030
    • 11.6.1 Brazil - Market size and forecast 2025-2030
    • 11.6.2 Colombia - Market size and forecast 2025-2030
    • 11.6.3 Chile - Market size and forecast 2025-2030
  • 11.7 Middle East and Africa - Market size and forecast 2025-2030
    • 11.7.1 UAE - Market size and forecast 2025-2030
    • 11.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 11.7.3 South Africa - Market size and forecast 2025-2030
    • 11.7.4 Egypt - Market size and forecast 2025-2030
    • 11.7.5 Turkey - Market size and forecast 2025-2030
  • 11.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

12 Drivers, Challenges, and Opportunity

  • 12.1 Market drivers
    • Industrialization of AI-generated soundscapes and dynamic musical composition
    • Evolution of intelligent NPCs and dynamic, agentic narrative systems
    • Industrialization of AI-driven quality assurance and automated live operations
  • 12.2 Market challenges
    • Ethical ambiguity and paradox of creative integrity in generative workflows
    • Critical vulnerability of cybersecurity and next-generation cheating mechanisms
    • Infrastructure latency and human capital deficit in agentic orchestration
  • 12.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 12.4 Market opportunities
    • Integration of AI-driven procedural content generation and automated world building
    • Expansion of AI-powered player analytics and behavioral anti-cheat systems
    • Growth of edge AI and hybrid cloud architectures for low-latency interaction

13 Competitive Landscape

  • 13.1 Overview
  • 13.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 13.3 Landscape disruption
    • Overview on factors of disruption
  • 13.4 Industry risks
    • Impact of key risks on business

14 Competitive Analysis

  • 14.1 Companies profiled
    • Companies covered
  • 14.2 Company ranking index
    • Company ranking index
  • 14.3 Market positioning of companies
    • Matrix on companies position and classification
  • 14.4 Amazon.com Inc.
    • Amazon.com Inc. - Overview
    • Amazon.com Inc. - Business segments
    • Amazon.com Inc. - Key news
    • Amazon.com Inc. - Key offerings
    • Amazon.com Inc. - Segment focus
    • SWOT
  • 14.5 Charisma Entertainment Ltd.
    • Charisma Entertainment Ltd. - Overview
    • Charisma Entertainment Ltd. - Product / Service
    • Charisma Entertainment Ltd. - Key offerings
    • SWOT
  • 14.6 Didimo
    • Didimo - Overview
    • Didimo - Product / Service
    • Didimo - Key offerings
    • SWOT
  • 14.7 Eleven Labs Inc.
    • Eleven Labs Inc. - Overview
    • Eleven Labs Inc. - Product / Service
    • Eleven Labs Inc. - Key offerings
    • SWOT
  • 14.8 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 14.9 Google LLC
    • Google LLC - Overview
    • Google LLC - Product / Service
    • Google LLC - Key offerings
    • SWOT
  • 14.10 IBM Corp.
    • IBM Corp. - Overview
    • IBM Corp. - Business segments
    • IBM Corp. - Key news
    • IBM Corp. - Key offerings
    • IBM Corp. - Segment focus
    • SWOT
  • 14.11 Inworld AI
    • Inworld AI - Overview
    • Inworld AI - Product / Service
    • Inworld AI - Key offerings
    • SWOT
  • 14.12 Keywords Studios Plc
    • Keywords Studios Plc - Overview
    • Keywords Studios Plc - Product / Service
    • Keywords Studios Plc - Key offerings
    • SWOT
  • 14.13 Leonardo Interactive Pty Ltd
    • Leonardo Interactive Pty Ltd - Overview
    • Leonardo Interactive Pty Ltd - Product / Service
    • Leonardo Interactive Pty Ltd - Key offerings
    • SWOT
  • 14.14 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 14.15 NVIDIA Corp.
    • NVIDIA Corp. - Overview
    • NVIDIA Corp. - Business segments
    • NVIDIA Corp. - Key news
    • NVIDIA Corp. - Key offerings
    • NVIDIA Corp. - Segment focus
    • SWOT
  • 14.16 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 14.17 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key news
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 14.18 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key news
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT

15 Appendix

  • 15.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 15.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 15.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 15.4 Research methodology
    • Research methodology
  • 15.5 Data procurement
    • Information sources
  • 15.6 Data validation
    • Data validation
  • 15.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 15.8 Data synthesis
    • Data synthesis
  • 15.9 360 degree market analysis
    • 360 degree market analysis
  • 15.10 List of abbreviations
    • List of abbreviations