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市場調查報告書
商品編碼
1843803

2025年全球人工智慧市場報告(媒體和娛樂領域)

AI In Media & Entertainment Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,人工智慧在媒體和娛樂領域的市場規模迅速擴張,從2024年的224.6億美元成長到2025年的283.2億美元,複合年成長率達26.1%。這段時期的成長主要得益於早期基於人工智慧的版權保護、內容審核工具、內容個人化的興起、地理範圍的擴大和串流活動的增加,以及對遊戲開發的需求。

預計未來幾年,人工智慧在媒體和娛樂領域的市場規模將呈指數級成長,到2029年將達到706.6億美元,複合年成長率(CAGR)為25.7%。預測期內的成長主要歸功於高級內容個人化、人工智慧生成內容創作、擴增實境(AR)和虛擬實境(VR)應用的日益普及、人工智慧增強的用戶互動以及數據驅動的預測分析。預測期內的關鍵趨勢包括內容版權保護、早期聊天機器人和互動系統、人工智慧增強的編輯、語音和語言識別以及預測分析。

媒體和娛樂領域的 AI 應用利用該技術開發互動式擴增實境/虛擬實境內容和主題,用於各種用途,包括內容創作、遊戲和活動,其總體目標是改善整個行業的用戶體驗。

媒體和娛樂產業人工智慧解決方案的主要組成部分包括硬體、設備和相關服務。硬體和設備指的是該行業使用的工具和小型設備。硬體指的是電腦或傳輸系統中存儲和執行軟體指令的有形元件。媒體和娛樂產業的人工智慧產品涵蓋模擬特效、動畫、建模、背景繪製和合成。這些技術應用於遊戲、虛假故事檢測、抄襲檢測、個人化、製作計劃和管理、銷售和行銷、人才識別、內容收集以及體育賽事自動化製作等眾多領域。

美國2025年關稅上調及其引發的貿易緊張局勢正對資訊科技產業產生重大影響,尤其是在硬體製造、資料基礎設施和軟體部署方面。進口半導體、電路基板和網路設備的關稅提高,並推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司面臨更長的前置作業時間週期和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施擾亂了全球IT供應鏈,並降低了海外對美國製造技術的需求。為了應對這些挑戰,該行業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來增強韌性並更有效地控制成本。

這份研究報告是商業研究公司(The Business Research Company)的最新研究報告,涵蓋了媒體與娛樂產業人工智慧市場的統計數據,包括全球市場規模、各地區市場佔有率、競爭對手及其市場佔有率、詳細的市場細分、市場趨勢和商業機會,以及您在媒體與娛樂產業人工智慧領域取得成功所需的所有數據。這份市場研究報告提供了您所需的一切資訊,並對該行業的現狀和未來發展趨勢進行了詳細分析。

我們預測未來五年該市場將成長25.7%,較先前預測略微下調0.4%。這一下調主要歸因於美國與其他國家之間的關稅影響。關稅可能直接影響美國,導致依賴台灣和韓國GPU的AI主導內容推薦引擎成本上升,並降低串流媒體服務的效率。此外,由於相互關稅措施以及貿易緊張局勢和限制升級對全球經濟和貿易造成的負面影響,關稅的影響範圍將更加廣泛。

OTT平台的日益普及和線上遊戲直播的興起預計將推動人工智慧在媒體和娛樂領域的應用。由於網路效能的提升、網路連線的改善以及支援多媒體服務的Over-the-Top裝置的廣泛普及,OTT平台用戶數量正在不斷成長。此外,線上遊戲產業的成長也受到多種因素的推動,包括價格合理的網路存取範圍擴大、線上遊戲的普及以及遊戲開發技術的顯著進步。對OTT平台和線上遊戲日益成長的需求正在推動人工智慧在這些領域的廣泛應用,旨在為玩家和觀眾在虛擬平台上提供沉浸式的遊戲和觀看體驗。例如,根據《美國媒體與娛樂報告》,到2023年,美國電子遊戲產業將創造超過35萬個就業崗位,為GDP貢獻約660億美元,並將有78%的家庭參與遊戲。在全球範圍內,遊戲產業預計將創造1,840億美元的產值,擁有32億遊戲玩家。數位購物佔總收入的95%,行動遊戲佔49%。此外,澳洲外交貿易部預測,到2024年,全球數位遊戲產業規模將達到約2,940億美元。另根據美國串流媒體公司Netflix發布的新聞稿顯示,Netflix在2022年第四季擁有2.23億付費用戶,預計到2023年1月至3月將增加2.31億。因此,OTT平台和線上遊戲串流媒體的日益普及有望推動媒體和娛樂領域人工智慧市場的發展。

非結構化資料量的預期激增將顯著推動媒體和娛樂領域人工智慧市場的發展。非結構化資料缺乏預先定義的組織結構或資料模型,這給分析帶來了挑戰,需要專門的工具和技術來處理和提取。在媒體和娛樂領域的人工智慧中,這些源自於社群媒體、評論等各種管道的非結構化數據,能夠提供關鍵洞察,幫助我們了解受眾的情緒、反應和偏好。因此,這些洞察有助於內容客製化,從而更好地契合受眾的期望。例如,總部位於美國的非結構化資料管理解決方案供應商 Komprise 發現,截至 2022 年 8 月,87% 的 IT 領導者專注於管理非結構化資料的成長,比例較 2021 年的 70% 顯著成長。因此,非結構化資料的快速成長是推動媒體和娛樂領域人工智慧市場擴張的關鍵因素。

媒體和娛樂領域的人工智慧市場包括透過提供定向行銷、內容個人化、電影製作、電視、遊戲和博彩服務所獲得的收入。市場價值還包括服務供應商銷售的或包含在其服務產品中的相關商品的價值。媒體和娛樂領域的人工智慧市場還包括用於廣播的媒體處理設備的銷售。該市場的價值為“出廠價”,即商品製造商或創造者銷售的商​​品價值,無論銷售對像是其他營業單位(包括下游製造商、經銷商、分銷商和零售商)還是直接銷售給最終客戶。該市場中的商品價值還包括商品創造者提供的任何相關服務。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第 4 章 市場 - 宏觀經濟情境 宏觀經濟情境包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及 COVID-19 疫情和復甦對市場的影響。

第5章 全球成長分析與策略分析框架

  • 人工智慧在全球媒體和娛樂領域的應用:PESTEL 分析(政治、社會、科技、環境、法律因素、促進因素和限制因素)
  • 終端用戶產業分析
  • 全球媒體娛樂產業人工智慧市場:成長率分析
  • 全球人工智慧市場在媒體和娛樂領域的表現:規模和成長,2019-2024 年
  • 全球媒體和娛樂產業人工智慧市場預測:規模與成長,2024-2029年,2034年
  • 人工智慧在媒體和娛樂領域的應用:全球潛在市場規模 (TAM)

第6章 市場細分

  • 全球媒體與娛樂產業人工智慧市場:按解決方案、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 硬體、設備
  • 服務
  • 全球媒體與娛樂產業人工智慧市場:依產品、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 模擬特效
  • 卡通
  • 造型
  • 霧面漆
  • 合成
  • 全球媒體與娛樂產業人工智慧市場:按應用、效能和預測分類,2019-2024年、2024-2029年、2034年
  • 遊戲
  • 虛假故事檢測
  • 抄襲檢測
  • 個人化
  • 生產計劃與管理
  • 銷售與行銷
  • 人才發現
  • 內容採集
  • 運動自動生產
  • 全球媒體和娛樂產業人工智慧市場:硬體、設備細分、類型、效能和預測,2019-2024年、2024-2029年和2034年
  • 具備人工智慧功能的相機和影像設備
  • 人工智慧串流媒體設備
  • 整合人工智慧的智慧電視
  • 人工智慧音訊設備
  • 全球媒體與娛樂產業人工智慧市場:服務細分、類型、效能與預測,2019-2024年、2024-2029年、2034年
  • 內容創作與編輯服務
  • 人工智慧驅動的建議引擎
  • 受眾分析和洞察服務
  • 自動化審核和內容審查服務
  • VR/AR體驗

第7章 區域和國家分析

  • 全球媒體和娛樂產業人工智慧市場:按地區、表現和預測分類,2019-2024年、2024-2029年和2034年
  • 全球媒體與娛樂產業人工智慧市場:國家、表現與預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章:西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 媒體與娛樂領域的人工智慧:競爭格局
  • 媒體和娛樂產業的AI市場:公司概況
    • Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • International Business Machines Corp. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Oracle Corporation
  • NVIDIA Corporation
  • Ericsson AB
  • Dolby Laboratories Inc.
  • Production Resource Group LLC
  • Avid Technology Inc.
  • Blackmagic Design Pty. Ltd.
  • Quantum Corporation
  • Imagine Communications Corp.
  • Deluxe Entertainment Services Group Inc.
  • Gravity Media Ltd.
  • Matchroom Sport Ltd.
  • Brightcove Inc.
  • Veritone Inc.
  • EVS Broadcast Equipment SA

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年媒體與娛樂領域的人工智慧:提供新機會的國家
  • 2029年媒體與娛樂領域的人工智慧:充滿新機會的細分市場
  • 2029年媒體娛樂產業人工智慧市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r26087u

AI applications in the media and entertainment sector involve leveraging technology to develop interactive augmented reality/virtual reality content and themes for various purposes, including content creation, gaming, and events. The overarching objective is to enhance the overall user experience within the industry.

The principal components of AI solutions in the media and entertainment sector encompass hardware, equipment, and associated services. In this context, ''hardware/equipment'' pertains to tools and small-scale devices utilized in the industry. Hardware refers to the tangible elements or delivery systems within a computer that store and execute instructions from software. The product offerings of AI in media and entertainment solutions encompass simulation FX, animation, modeling, matte painting, and compositing. These applications find use in various areas such as gaming, fake story detection, plagiarism detection, personalization, production planning and management, sales and marketing, talent identification, content capture, and automated sports productions.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The AI in media and entertainment market research report is one of a series of new reports from The Business Research Company that provides AI in media and entertainment market statistics, including AI in media and entertainment industry global market size, regional shares, competitors with a AI in media and entertainment market share, detailed AI in media and entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the AI in media and entertainment industry. This AI in media and entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The ai in media & entertainment market size has grown exponentially in recent years. It will grow from $22.46 billion in 2024 to $28.32 billion in 2025 at a compound annual growth rate (CAGR) of 26.1%. The growth in the historic period can be attributed to initial AI-based copyright protection, content moderation tools, rise in content personalization, regional expansion and increased streaming activities, demand for game development.

The ai in media & entertainment market size is expected to see exponential growth in the next few years. It will grow to $70.66 billion in 2029 at a compound annual growth rate (CAGR) of 25.7%. The growth in the forecast period can be attributed to advanced content personalization, ai-generated content creation, expanded AR and VR applications, ai-enhanced user interaction, data-driven predictive analytics. Major trends in the forecast period include content copyright protection, initial chatbot and interaction systems, ai-enhanced editing, voice and language recognition, predictive analytics.

The forecast of 25.7% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. This is likely to directly affect the US by increasing costs for AI-driven content recommendation engines, dependent on GPUs from Taiwan and South Korea, reducing streaming service efficiency. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The surge in popularity of OTT platforms and the rise of online game streaming are anticipated to drive the growth of AI in the media and entertainment market. The number of subscribers on over-the-top (OTT) platforms is increasing due to enhanced networks, improved internet connectivity, and mobile devices capable of multimedia services. Additionally, the online gaming industry has experienced growth due to various factors, including wider access to affordable internet, availability of online games, and significant advancements in gaming development. This rising demand for OTT platforms and online gaming has led to greater use of AI in these sectors to provide immersive gaming and viewing experiences for players and audiences on virtual platforms. For instance, a media entertainment report from the U.S. indicated that in 2023, the U.S. video game industry supported over 350,000 jobs and contributed nearly $66 billion to the GDP, with 78% of households engaging with gaming devices. Worldwide, the industry generated $184 billion, with 3.2 billion gamers. Digital purchases made up 95% of this revenue, and mobile games accounted for 49%. Furthermore, the Department of Foreign Affairs and Trade, an Australian government agency, projected that by 2024, the global digital games industry would be valued at approximately $294 billion. Additionally, a press release from Netflix Inc., a U.S.-based streaming media company, reported that Netflix had 223 million paying subscribers in the fourth quarter of 2022, which increased to 231 million in the first three months of 2023. Therefore, the growing popularity of OTT platforms and online game streaming will propel AI in the media and entertainment market.

The anticipated surge in unstructured data volume is poised to drive significant growth within the AI sector of the media and entertainment industry. Unstructured data, characterized by its lack of predefined organization or data models, presents a challenge for analysis, necessitating specialized tools and methodologies for processing and extraction. In the realm of AI in media and entertainment, this unstructured data, sourced from diverse channels such as social media, reviews, and comments, serves as crucial fodder for understanding audience sentiments, reactions, and preferences. Consequently, this insight enables content customization to better align with audience expectations. For instance, as of August 2022, Komprise, a US-based provider of unstructured data management solutions, observed a substantial increase, with 87% of IT leaders placing greater emphasis on managing unstructured data growth compared to 70% in 2021. Hence, the burgeoning volume of unstructured data stands as a significant driver behind the expansion of AI applications within the media and entertainment sector.

Major companies in the AI media and entertainment market are concentrating on developing advanced technological solutions, such as AI-powered cloud services, to improve content creation, streamline production processes, and personalize viewer experiences. AI-powered cloud solutions merge cloud computing with artificial intelligence to enhance performance and optimize data processing. By leveraging machine learning and automation, these solutions assist businesses in making better decisions and fostering innovation across various sectors. For example, in September 2024, Huawei Technologies Co., Ltd., a China-based manufacturing company, introduced Huawei Cloud E3 Media Services, aimed at improving content production and distribution efficiency, especially within the media and entertainment industry. This service enhances content production efficiency and transforms content distribution. Its advanced infrastructure supports low-latency streaming and scalable resources, allowing companies to quickly adapt to traffic demands while ensuring high security and reliability for the management of sensitive data.

Prominent enterprises within the AI in media and entertainment sector are prioritizing the introduction of sophisticated solutions, notably embracing generative AI-powered recommendations, as a strategic approach to attain a competitive advantage. This technology employs advanced machine learning algorithms to curate highly personalized and pertinent content suggestions for users, drawing insights from their preferences, purchase history, and browsing behaviors. A case in point is Google LLC, a US-based technology giant, which in November 2023 unveiled Vertex AI Search. This innovative suite of functionalities harnesses generative AI capabilities to deliver advanced search and recommendation features across diverse industries, including media and entertainment, healthcare, and life sciences. Vertex AI Search empowers organizations by streamlining data ingestion, facilitating customization, and enabling the development of search engines or chatbots capable of engaging customers and furnishing insights drawn from enterprise data repositories. This signifies a strategic move by major players to leverage generative AI-powered solutions, fostering enhanced user experiences and competitive positioning within the market landscape.

In March 2022, Microsoft, a US-based IT company, acquired Nuance Communications for an undisclosed amount. Through this acquisition, Microsoft aims to improve healthcare delivery and customer engagement with advanced AI solutions while also expanding its cloud services and bolstering its competitive position in the market. Nuance Communications, a US-based software company, utilizes AI in media and entertainment to enhance voice interaction, content creation, accessibility, and personalized user experiences.

Major companies operating in the AI in media & entertainment market include Amazon.com Inc., Alphabet Inc., Microsoft Corporation, Intel Corporation, International Business Machines Corp., Oracle Corporation, NVIDIA Corporation, Ericsson AB, Dolby Laboratories Inc., Production Resource Group L.L.C., Avid Technology Inc., Blackmagic Design Pty. Ltd., Quantum Corporation, Imagine Communications Corp., Deluxe Entertainment Services Group Inc., Gravity Media Ltd., Matchroom Sport Ltd., Brightcove Inc., Veritone Inc., EVS Broadcast Equipment S.A., Gearhouse South Africa PTY. Limited, Pixellot Ltd., Synthesia Ltd., LMG LLC, Valossa Labs Ltd., Spiideo, PlaySight Interactive Ltd., Move AI, Sportway AB, GrayMeta Inc., AISportsWatch GmbH, AutomaticTV, Ross Video Ltd., Sony Corporation, Technicolor SA, Telestream LLC, Vizrt Group AS

North America was the largest region in the AI in media & entertainment market share in 2024. The regions covered in the ai in media & entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the ai in media & entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The AI in the media and entertainment market consists of revenues earned by providing target marketing, content personalization, film production, TV, games, and gambling services. The market value includes the value of related goods sold by the service provider or included within the service offering. AI in the media and entertainment market also includes sales of media operating devices that are used for broadcasting. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

AI In Media & Entertainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on ai in media & entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for ai in media & entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The ai in media & entertainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Solution: Hardware/Equipment; Services
  • 2) By Product: Simulation FX; Animation; Modelling; Matte Painting; Compositing
  • 3) By Application: Gaming; Fake Story Detection; Plagiarism Detection; Personalization; Production Planning & Management; Sales and Marketing; Talent Identification; Content Capture; Sports Automatic Productions
  • Subsegments:
  • 1) By Hardware/Equipment: AI-Enabled Cameras and Imaging Devices; Streaming Devices With AI Capabilities; Smart TVs With AI Integration; Audio Equipment With AI Features
  • 2) By Services: Content Creation And Editing Services; AI-Powered Recommendation Engines; Audience Analytics and Insights Services; Automated Moderation And Content Review Services; Virtual Reality And Augmented Reality Experiences
  • Companies Mentioned: Amazon.com Inc.; Alphabet Inc.; Microsoft Corporation; Intel Corporation; International Business Machines Corp.; Oracle Corporation; NVIDIA Corporation; Ericsson AB; Dolby Laboratories Inc.; Production Resource Group L.L.C.; Avid Technology Inc.; Blackmagic Design Pty. Ltd.; Quantum Corporation; Imagine Communications Corp.; Deluxe Entertainment Services Group Inc.; Gravity Media Ltd.; Matchroom Sport Ltd.; Brightcove Inc.; Veritone Inc.; EVS Broadcast Equipment S.A.; Gearhouse South Africa PTY. Limited; Pixellot Ltd.; Synthesia Ltd.; LMG LLC; Valossa Labs Ltd.; Spiideo; PlaySight Interactive Ltd.; Move AI; Sportway AB; GrayMeta Inc.; AISportsWatch GmbH; AutomaticTV; Ross Video Ltd.; Sony Corporation; Technicolor SA; Telestream LLC; Vizrt Group AS
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. AI In Media & Entertainment Market Characteristics

3. AI In Media & Entertainment Market Trends And Strategies

4. AI In Media & Entertainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global AI In Media & Entertainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global AI In Media & Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global AI In Media & Entertainment Market Growth Rate Analysis
  • 5.4. Global AI In Media & Entertainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global AI In Media & Entertainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global AI In Media & Entertainment Total Addressable Market (TAM)

6. AI In Media & Entertainment Market Segmentation

  • 6.1. Global AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware/Equipment
  • Services
  • 6.2. Global AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation FX
  • Animation
  • Modelling
  • Matte Painting
  • Compositing
  • 6.3. Global AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Fake Story Detection
  • Plagiarism Detection
  • Personalization
  • Production Planning & Management
  • Sales and Marketing
  • Talent Identification
  • Content Capture
  • Sports Automatic Productions
  • 6.4. Global AI In Media & Entertainment Market, Sub-Segmentation Of Hardware/Equipment, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AI-Enabled Cameras and Imaging Devices
  • Streaming Devices With AI Capabilities
  • Smart TVs With AI Integration
  • Audio Equipment With AI Features
  • 6.5. Global AI In Media & Entertainment Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Content Creation And Editing Services
  • AI-Powered Recommendation Engines
  • Audience Analytics and Insights Services
  • Automated Moderation And Content Review Services
  • Virtual Reality And Augmented Reality Experiences

7. AI In Media & Entertainment Market Regional And Country Analysis

  • 7.1. Global AI In Media & Entertainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global AI In Media & Entertainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific AI In Media & Entertainment Market

  • 8.1. Asia-Pacific AI In Media & Entertainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China AI In Media & Entertainment Market

  • 9.1. China AI In Media & Entertainment Market Overview
  • 9.2. China AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India AI In Media & Entertainment Market

  • 10.1. India AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan AI In Media & Entertainment Market

  • 11.1. Japan AI In Media & Entertainment Market Overview
  • 11.2. Japan AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia AI In Media & Entertainment Market

  • 12.1. Australia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia AI In Media & Entertainment Market

  • 13.1. Indonesia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea AI In Media & Entertainment Market

  • 14.1. South Korea AI In Media & Entertainment Market Overview
  • 14.2. South Korea AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe AI In Media & Entertainment Market

  • 15.1. Western Europe AI In Media & Entertainment Market Overview
  • 15.2. Western Europe AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK AI In Media & Entertainment Market

  • 16.1. UK AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany AI In Media & Entertainment Market

  • 17.1. Germany AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France AI In Media & Entertainment Market

  • 18.1. France AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy AI In Media & Entertainment Market

  • 19.1. Italy AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain AI In Media & Entertainment Market

  • 20.1. Spain AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe AI In Media & Entertainment Market

  • 21.1. Eastern Europe AI In Media & Entertainment Market Overview
  • 21.2. Eastern Europe AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia AI In Media & Entertainment Market

  • 22.1. Russia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America AI In Media & Entertainment Market

  • 23.1. North America AI In Media & Entertainment Market Overview
  • 23.2. North America AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA AI In Media & Entertainment Market

  • 24.1. USA AI In Media & Entertainment Market Overview
  • 24.2. USA AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada AI In Media & Entertainment Market

  • 25.1. Canada AI In Media & Entertainment Market Overview
  • 25.2. Canada AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America AI In Media & Entertainment Market

  • 26.1. South America AI In Media & Entertainment Market Overview
  • 26.2. South America AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil AI In Media & Entertainment Market

  • 27.1. Brazil AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East AI In Media & Entertainment Market

  • 28.1. Middle East AI In Media & Entertainment Market Overview
  • 28.2. Middle East AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa AI In Media & Entertainment Market

  • 29.1. Africa AI In Media & Entertainment Market Overview
  • 29.2. Africa AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. AI In Media & Entertainment Market Competitive Landscape And Company Profiles

  • 30.1. AI In Media & Entertainment Market Competitive Landscape
  • 30.2. AI In Media & Entertainment Market Company Profiles
    • 30.2.1. Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. International Business Machines Corp. Overview, Products and Services, Strategy and Financial Analysis

31. AI In Media & Entertainment Market Other Major And Innovative Companies

  • 31.1. Oracle Corporation
  • 31.2. NVIDIA Corporation
  • 31.3. Ericsson AB
  • 31.4. Dolby Laboratories Inc.
  • 31.5. Production Resource Group L.L.C.
  • 31.6. Avid Technology Inc.
  • 31.7. Blackmagic Design Pty. Ltd.
  • 31.8. Quantum Corporation
  • 31.9. Imagine Communications Corp.
  • 31.10. Deluxe Entertainment Services Group Inc.
  • 31.11. Gravity Media Ltd.
  • 31.12. Matchroom Sport Ltd.
  • 31.13. Brightcove Inc.
  • 31.14. Veritone Inc.
  • 31.15. EVS Broadcast Equipment S.A.

32. Global AI In Media & Entertainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The AI In Media & Entertainment Market

34. Recent Developments In The AI In Media & Entertainment Market

35. AI In Media & Entertainment Market High Potential Countries, Segments and Strategies

  • 35.1 AI In Media & Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 AI In Media & Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 AI In Media & Entertainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer