媒體和娛樂領域的人工智能 (AI) 市場 - 預測 2023-2028
市場調查報告書
商品編碼
1279631

媒體和娛樂領域的人工智能 (AI) 市場 - 預測 2023-2028

Artificial Intelligence (AI) in Media and Entertainment Market - Forecasts from 2023 to 2028

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 135 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

媒體和娛樂領域的人工智能 (AI) 市場預計將以 31.89% 的複合年增長率增長,從 2021 年的市場估值 179.27 億美元增至 2028 年的 1244.83 億美元。 媒體娛樂領域的人工智能(AI)是指將人工智能技術和軟件產品引入媒體娛樂行業的各個細分領域,包括遊戲、電影製作、內容製作等類似領域。 媒體和娛樂行業的發展和多元化將刺激人工智能應用程序和軟件引入各種流程,例如為客戶個性化媒體內容、生成字幕以及創建獨特的編輯工具和過濾器。 由於人工智能在媒體和娛樂市場的採用尚處於早期階段,預計該市場在預測期內將大幅擴張。

市場促進因素

媒體和娛樂行業生成的內容呈爆炸式增長

國際媒體和娛樂行業生成的內容量顯著增加,為人工智能驅動的工具在媒體和娛樂行業的應用創造了各種機會。 視頻分發和社交媒體應用(例如 Tiktok、Instagram、Facebook 和 Youtube)中影響者和內容創作者的出現,使媒體和娛樂行業生成的內容量顯著增加了一倍。 例如,Wallaroo Media 的一項研究發現,超過 83% 的 Tiktok 用戶在網站上發布影像內容。 因此,世界各地的公司和品牌選擇通過在在線平台上發佈內容來營銷其產品。 這創造了利用人工智能工具對在線生成的內容進行篩選和分類的機會。

應用人工智能軟件來增強在線創建的內容並使其多樣化。 例如,Snapchat 和 Vogue 最近聯合推出了一項獨特的增強現實功能,允許 Snapchat 用戶錄製穿著特定服裝的人的視頻和圖像。 這樣,內容創作的加速正在推動人工智能軟件在與媒體和娛樂行業相關的各種平台中的採用。

遊戲和動畫的進步

由於更高的分辨率和圖形質量,遊戲、動畫和視覺效果領域的快速進步正在推動世界各地遊戲和其他動畫領域的增長。 印度 Lumikai 州發布的一份遊戲報告顯示,移動遊戲下載量將從 2021 年的 100 億次增長到 2022 年的 150 億次。 除此之外,印度品牌資產基金會估計,印度幾乎每個遊戲玩家每週都會在移動遊戲應用程序上花費 8.5 小時。

此外,由於 Netflix、Youtube 和其他視頻流媒體平台等各種平台的使用不斷增加,動漫/漫畫領域也在不斷擴大。 遊戲和動漫產品消費的不斷增長,促使人工智能工具在這些領域的使用,以增強畫外音和嘴唇動作的同步、精確的面部表情和詳細的身體動作,從而生成更真實的動漫角色特徵和行為。 因此,在預測期內,生成內容的增加以及媒體和娛樂行業子行業的進步將推動人工智能在媒體和娛樂行業的擴張。

與媒體和娛樂行業中某些人工智能應用相關的道德風險可能會減緩人工智能在媒體和娛樂市場的擴張。

將人工智能應用於客戶的內容個性化流程時,我們需要訪問其他平台上的流媒體和 cookie 歷史記錄,以幫助更好地分析客戶偏好和行為。 使用此類客戶個人資訊必須事先獲得許可,但存在通過黑客未經授權使用機密資訊的風險。 因此,客戶不願意授予對此類平台的訪問權限,從而導致個性化播放列表和觀看列表不准確。

亞太地區媒體和娛樂領域的人工智能 (AI) 市場潛力巨大,預計在預測期內實現健康增長。

在視頻和音樂流媒體活動的推動下,亞太地區國家正在經歷媒體和娛樂業的顯著增長。 例如,Netflix 報告稱,亞太地區的收入較 2021 年增長了 9%,2022 年達到 35.7 億美元。 除了Youtube、Netflix和Amazon Prime Video等主流平台外,亞洲國家區域性和全國性OTT平台的出現也促進了各自媒體和娛樂產業的增長。 例如,在印度,Hotstar Disney+、Voot、Aha 和 Zee5 等區域性 OTT 網站的出現,增加了印度媒體娛樂內容的消費。

此外,韓國電影振興院年報顯示,2019年韓國OTT電影平台收入達5810萬美元,其中Wavve、Tving等本土OTT平台為韓國在線媒體流媒體市場做出了貢獻,已被證明是韓國在線媒體流媒體市場的主要貢獻者。該網站的兩個主要參與者。 傳媒娛樂行業的增長為人工智能在傳媒娛樂行業的廣泛應用創造了市場機會,以滿足客戶需求,提升客戶滿意度和體驗。 因此,亞太地區媒體娛樂產業的快速擴張,最終將帶來亞太國家媒體娛樂市場人工智能的增長。

內容

第 1 章簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場細分
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表

第 2 章研究方法

  • 調查數據
  • 調查設計

第 3 章執行摘要

  • 調查要點

第 4 章市場動態

  • 市場促進因素
  • 市場抑制因素
  • 波特五力分析
  • 行業價值鏈分析

第 5 章媒體和娛樂領域的人工智能 (AI) 市場:按應用分類

  • 簡介
  • 遊戲
  • 影像製作
  • 抄襲檢測
  • 個性化
  • 生產管理
  • 其他

第 6 章媒體和娛樂領域的人工智能 (AI) 市場:按地區劃分

  • 簡介
  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 意大利
    • 西班牙
    • 其他
  • 中東和非洲
    • 沙特阿拉伯
    • 阿拉伯聯合酋長國
    • 其他
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳大利亞
    • 新加坡
    • 印度尼西亞
    • 其他

第 7 章競爭格局與分析

  • 主要公司及戰略分析
  • 新興公司和市場盈利能力
  • 合併、收購、協議與合作
  • 供應商競爭力矩陣

第 8 章公司簡介

  • Amazon Web Services Inc.
  • Gravity Media
  • GrayMeta
  • IBM Corporation
  • Microsoft Corporation
  • Production Resource Group LLC
  • Synthesia Ltd.
  • Valossa Labs Ltd.
  • PlaySight Interactive
  • Move.ai
簡介目錄
Product Code: KSI061614839

AI in media and entertainment market is expected to grow at a CAGR of 31.89% from a market valuation of US$17.927 billion in 2021 to reach US$124.483 billion by 2028. AI in the media and entertainment market is the implementation of AI technology and software products across various sub-divisions of the media and entertainment industry including gaming, video production, content production, and other similar sectors. The evolution and diversification of the media and entertainment industry stimulate the adoption of AI applications and software for various processes such as the personalization of media content for customers, the generation of subtitles, and the creation of unique editing tools and filters. Since the incorporation of AI in the media and entertainment market is at its initial stage, it can be anticipated that this market will significantly expand over the forecast period.

Market Drivers

Burgeoning content generated by the media and entertainment industries

The significant rise in the quantity of content produced across the international media and entertainment industry generates various opportunities for the application of AI-powered tools in the media and entertainment industry. The emergence of influencers and content creators on video streaming and social media applications such as Tiktok, Instagram, Facebook, and Youtube has prominently doubled the amount of content generated in the media and entertainment industry. For instance, a study by Wallaroo Media showed that more than 83% of people using Tiktok have posted their video content on the site. Due to this, companies and brands across the world choose to market their products by publicizing their content on online platforms. This creates an opportunity for employing AI tools in sorting and categorizing the content generated online.

AI-enabled software is applied to enhance and diversify the content created online. For instance, Snapchat and Vogue have recently collaborated to launch a unique augmented reality feature that lets Snapchat users record a video or image of a person in a particular outfit. Hence, the acceleration of content creation encourages the employment of AI software across various platforms involved in the media and entertainment industry.

Advancements in the gaming and animation sector

The rapid advancements in the gaming, animation, and visual effects fields have been fueled by the improvement in resolution and graphic quality has resulted in the growth of gaming and other animation sectors across the world. According to a gaming report generated by Lumikai State of India, the number of game downloads on mobile increased from 10 billion in 2021 to 15 billion in 2022. In addition to this, the India Brand Equity Foundation estimated that in India, approximately every gamer spends 8.5 hours a week on mobile gaming applications.

Apart from this, the animation and cartoon segment is expanding over their increasing coverage across various platforms such as Netflix, Youtube, and other video streaming platforms. The rise in the consumption of gaming and animated products encourages the utilization of AI-powered tools in these sectors to generate more realistic features and actions of the animated character by enhancing the synchronization of lip movements with voice-overs, accurate facial expressions, and detailed body movements. Therefore, the increase in content generated and the advancements of the sub-fields in the media and entertainment industry will propel the expansion of AI in the media and entertainment industry over the forecast period.

The ethical risks associated with certain AI applications in the media and entertainment industry can slow down the expansion of AI in the media and entertainment market.

The application of AI in content personalization processes for customers requires access to their streaming history and cookie history across other platforms to aid in the better analysis of the customer's preferences and behavior. Even though prior permission is acquired before proceeding to use such personal details of the customer, there is a risk of improper utilization of such confidential information through hacking activities. Due to this, customers hesitate to grant access permissions to such platforms which results in the generation of inaccurate personalized playlists and watchlists for the customers.

Market Developments

  • In March 2023, Metagame Industries, an AI and other tech-empowered gaming company announced its collaboration with Mysten Labs Company to launch a new online action video game, Abyss World with role-playing features.
  • In February 2023, Krikey.ai and Stability AI, two companies dedicated to the manufacture of AI-powered services and applications formed a partnership deal to permit their users to create animated avatar videos through text descriptions which can be downloaded and posted on social media, video editing software, or 3D video games.
  • In January 2023, a new gaming development company called Scenario was launched which employs AI software to produce specific art style effects and assets which can be used by independent game artists and developers.

Asia Pacific region holds high potential in the AI in media and entertainment market and is expected to witness healthy growth during the forecasted period.

The countries in the Asia Pacific region are experiencing significant growth in their media and entertainment industries, driven by video and music streaming activities. For instance, Netflix reported that its revenues from the Asia Pacific region increased by 9% from 2021 to reach $ 3.57 billion in 2022. In addition to mainstream platforms such as Youtube, Netflix, and Amazon Prime Video, the emergence of regional and national-level OTT platforms in various Asian countries has contributed to the growth of the media and entertainment industries of these respective countries. For instance, in India, the launch of region-specific OTT websites such as Hotstar Disney+, Voot, Aha, and Zee5 is growing the consumption of media and entertainment content in India.

In addition to this, the South Korean Film Council Annual Report established that the revenue generated by OTT movie platforms in South Korea reached US$58.1 million in 2019 and local OTT platforms including Wavve and Tving are two major key players in South Korean online media streaming websites. The increase in the media and entertainment industry creates market opportunities for the wider application of AI in the media and entertainment industry to meet customer demands and boost customer satisfaction and experience. Therefore, the rapid expansion of the media and entertainment industry in the Asia Pacific region will eventually result in the growth of AI in the media and entertainment market in Asia Pacific countries.

Market Segmentation

By Application

  • Gaming
  • Video Production
  • Plagiarism Detection
  • Personalization
  • Production Management
  • Others

By Geography

  • North America
    • USA
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Others
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Spain
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • UAE
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Singapore
    • Indonesia
    • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Research Design

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. AI IN MEDIA AND ENTERTAINMENT MARKET BY APPLICATION

  • 5.1. Introduction
  • 5.2. Gaming
  • 5.3. Video Production
  • 5.4. Plagiarism Detection
  • 5.5. Personalization
  • 5.6. Production Management
  • 5.7. Others

6. AI IN MEDIA AND ENTERTAINMENT MARKET BY GEOGRAPHY

  • 6.1. Introduction
  • 6.2. North America
    • 6.2.1. USA
    • 6.2.2. Canada
    • 6.2.3. Mexico
  • 6.3. South America
    • 6.3.1. Brazil
    • 6.3.2. Argentina
    • 6.3.3. Others
  • 6.4. Europe
    • 6.4.1. United Kingdom
    • 6.4.2. Germany
    • 6.4.3. France
    • 6.4.4. Italy
    • 6.4.5. Spain
    • 6.4.6. Others
  • 6.5. Middle East and Africa
    • 6.5.1. Saudi Arabia
    • 6.5.2. UAE
    • 6.5.3. Others
  • 6.6. Asia Pacific
    • 6.6.1. China
    • 6.6.2. Japan
    • 6.6.3. India
    • 6.6.4. South Korea
    • 6.6.5. Australia
    • 6.6.6. Singapore
    • 6.6.7. Indonesia
    • 6.6.8. Others

7. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 7.1. Major Players and Strategy Analysis
  • 7.2. Emerging Players and Market Lucrativeness
  • 7.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 7.4. Vendor Competitiveness Matrix

8. COMPANY PROFILES

  • 8.1. Amazon Web Services Inc.
  • 8.2. Gravity Media
  • 8.3. GrayMeta
  • 8.4. IBM Corporation
  • 8.5. Microsoft Corporation
  • 8.6. Production Resource Group LLC
  • 8.7. Synthesia Ltd.
  • 8.8. Valossa Labs Ltd.
  • 8.9. PlaySight Interactive
  • 8.10. Move.ai