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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651867

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651867

Global AI in Media & Entertainment Market Size Study, by Solution (Hardware/Equipment, Services), by Application (Gaming, Fake Story Detection), and Regional Forecasts 2022-2032

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The Global AI in Media & Entertainment Market is valued at approximately USD 20.92 billion in 2023 and is expected to exhibit a remarkable compound annual growth rate (CAGR) of 24.2% during the forecast period 2024-2032. Artificial Intelligence (AI) is revolutionizing the media and entertainment landscape, driving unprecedented levels of personalization, efficiency, and content creation. By leveraging AI-powered algorithms, companies can enhance user experiences through targeted recommendations, real-time interactivity, and predictive analytics. The integration of AI across gaming and fake story detection further underscores its transformative potential, enabling more immersive and secure digital environments.

The surge in demand for AI in media and entertainment can be attributed to technological advancements and the proliferation of digital platforms. AI-driven solutions are streamlining workflows, from automating video editing to generating hyper-personalized content, while simultaneously addressing challenges like misinformation with robust detection capabilities. Gaming remains a significant application area, where AI enhances gameplay experiences by simulating realistic environments and dynamic character interactions. Furthermore, the need for accurate and efficient fake story detection tools is intensifying as the industry grapples with challenges related to misinformation and content authenticity.

Despite its promising growth trajectory, the market faces challenges such as the high cost of AI implementation and concerns surrounding data privacy and ethical use. However, ongoing innovation in AI technologies, including natural language processing and machine learning, is addressing these challenges while creating new opportunities for scalability and efficiency. Emerging markets are poised to play a pivotal role in market expansion, with increasing digitalization and investment in AI research and development.

North America leads the global AI in media and entertainment market, underpinned by robust technological infrastructure and early adoption of AI solutions. Europe maintains a strong position, driven by regulatory support for ethical AI and a mature entertainment industry. The Asia Pacific region is anticipated to register the fastest growth, fueled by the rapid digitization of entertainment platforms, widespread smartphone adoption, and significant investments in AI by countries like China, India, and Japan. The region's dynamic gaming sector further amplifies the market's growth potential.

Major market players included in this report are:

  • NVIDIA Corporation
  • IBM Corporation
  • Microsoft Corporation
  • Google LLC
  • Amazon Web Services, Inc.
  • Adobe Inc.
  • Salesforce.com, Inc.
  • Tencent Holdings Ltd.
  • Unity Technologies
  • Cinesite Studios
  • Autodesk Inc.
  • OpenAI
  • ByteDance Ltd.
  • Baidu, Inc.
  • Infosys Limited

The detailed segments and sub-segment of the market are explained below:

By Solution

  • Hardware/Equipment
  • Services

By Application

  • Gaming
  • Fake Story Detection

By Region: North America

  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical Year: 2022
  • Base Year: 2023
  • Forecast Period: 2024-2032

Key Takeaways:

  • Market estimates and forecasts spanning 10 years (2022-2032).
  • Comprehensive revenue analysis at global, regional, and segmental levels.
  • Country-specific insights for major geographical regions.
  • Competitive landscape profiling major players and their strategies.
  • Strategic recommendations and insights for market entrants and incumbents.
  • Analysis of market trends, challenges, opportunities, and competitive structure.

Table of Contents

Chapter 1. Global AI In Media & Entertainment Market Executive Summary

  • 1.1. Global AI In Media & Entertainment Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Solution
    • 1.3.2. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global AI In Media & Entertainment Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory Frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global AI In Media & Entertainment Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Surge in Digital Content Creation and Personalization
    • 3.1.2. Accelerated Adoption of AI Technologies in Entertainment
    • 3.1.3. Rising Demand for Enhanced User Engagement and Security
  • 3.2. Market Challenges
    • 3.2.1. High Cost of AI Integration and Implementation
    • 3.2.2. Data Privacy Concerns and Ethical Considerations
  • 3.3. Market Opportunities
    • 3.3.1. Expansion in Gaming and Immersive Content Development
    • 3.3.2. Emerging Demand for Fake Story Detection and Content Authenticity Solutions
    • 3.3.3. Increased Investment in R&D and AI Innovation in Emerging Markets

Chapter 4. Global AI In Media & Entertainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global AI In Media & Entertainment Market Size & Forecasts by Solution 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global AI In Media & Entertainment Market: Solution Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Hardware/Equipment
    • 5.2.2. Services

Chapter 6. Global AI In Media & Entertainment Market Size & Forecasts by Application 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global AI In Media & Entertainment Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Gaming
    • 6.2.2. Fake Story Detection

Chapter 7. Global AI In Media & Entertainment Market Size & Forecasts by Region 2022-2032

  • 7.1. North America AI In Media & Entertainment Market
    • 7.1.1. U.S. AI In Media & Entertainment Market
      • 7.1.1.1. Solution Breakdown: Size & Forecasts, 2022-2032
      • 7.1.1.2. Application Breakdown: Size & Forecasts, 2022-2032
    • 7.1.2. Canada AI In Media & Entertainment Market
  • 7.2. Europe AI In Media & Entertainment Market
    • 7.2.1. UK AI In Media & Entertainment Market
    • 7.2.2. Germany AI In Media & Entertainment Market
    • 7.2.3. France AI In Media & Entertainment Market
    • 7.2.4. Spain AI In Media & Entertainment Market
    • 7.2.5. Italy AI In Media & Entertainment Market
    • 7.2.6. Rest of Europe AI In Media & Entertainment Market
  • 7.3. Asia Pacific AI In Media & Entertainment Market
    • 7.3.1. China AI In Media & Entertainment Market
    • 7.3.2. India AI In Media & Entertainment Market
    • 7.3.3. Japan AI In Media & Entertainment Market
    • 7.3.4. Australia AI In Media & Entertainment Market
    • 7.3.5. South Korea AI In Media & Entertainment Market
    • 7.3.6. Rest of Asia Pacific AI In Media & Entertainment Market
  • 7.4. Latin America AI In Media & Entertainment Market
    • 7.4.1. Brazil AI In Media & Entertainment Market
    • 7.4.2. Mexico AI In Media & Entertainment Market
    • 7.4.3. Rest of Latin America AI In Media & Entertainment Market
  • 7.5. Middle East & Africa AI In Media & Entertainment Market
    • 7.5.1. Saudi Arabia AI In Media & Entertainment Market
    • 7.5.2. South Africa AI In Media & Entertainment Market
    • 7.5.3. Rest of Middle East & Africa AI In Media & Entertainment Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. NVIDIA Corporation
    • 8.1.2. IBM Corporation
    • 8.1.3. Microsoft Corporation
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. NVIDIA Corporation
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. Google LLC
    • 8.3.3. Amazon Web Services, Inc.
    • 8.3.4. Adobe Inc.
    • 8.3.5. Salesforce.com, Inc.
    • 8.3.6. Tencent Holdings Ltd.
    • 8.3.7. Unity Technologies
    • 8.3.8. Cinesite Studios
    • 8.3.9. Autodesk Inc.
    • 8.3.10. OpenAI
    • 8.3.11. ByteDance Ltd.
    • 8.3.12. Baidu, Inc.
    • 8.3.13. Infosys Limited
    • 8.3.14. [Additional companies as applicable]

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
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