全球游戏人工智慧(AI)市场:2026-2030 年
市场调查报告书
商品编码
1975615

全球游戏人工智慧(AI)市场:2026-2030 年

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

出版日期: | 出版商: TechNavio | 英文 304 Pages | 订单完成后即时交付

价格
简介目录

预计 2025 年至 2030 年间,全球游戏人工智慧 (AI) 市场规模将成长至 341.43 亿美元,预测期内复合年增长率 (CAGR) 为 40.7%。

本报告对全球游戏领域的人工智慧 (AI) 进行了全面分析,涵盖市场规模和预测、趋势、成长要素、挑战以及对约 25 家公司的供应商分析。

本报告对当前市场状况、最新趋势和驱动因素以及整体市场环境进行了最新分析。市场成长的驱动力包括:人工智慧生成音景和动态音乐製作的产业化、智慧NPC和动态主动叙事系统的演进,以及人工智慧驱动的品质保证和自动化现场营运的产业化。

本研究采用客观的方法,结合一手和二手资料,包括来自主要产业相关人员的资讯。报告内容涵盖主要企业分析、全面的市场规模数据、区域細項分析以及供应商格局。报告还包含历史数据和预测数据。

市场范围
基准年 2026
年末 2030
预测期 2026-2030
成长势头 加速度
2026 年与前一年相比 35%
复合年增长率 40.7%
增量 341.43亿美元

本研究指出,人工智慧驱动的程式化内容生成和自动化世界建构的整合将是未来几年人工智慧(AI)在全球游戏领域发展的关键驱动因素。此外,人工智慧驱动的玩家分析和行为模式的反作弊系统的扩展,以及边缘人工智慧和用于低延迟互动的混合云端架构的发展,预计也将产生巨大的市场需求。

目录

第一章执行摘要

第二章 Technavio 分析

  • 分析定价、生命週期、顾客购买篮子、采用率和购买标准。
  • 输入的重要性及差异化因素
  • 混淆因素
  • 促进因素和挑战的影响

第三章 市场状况

  • 市场生态系统
  • 市场特征
  • 价值链分析

第四章 市场规模

  • 市场的定义
  • 市场区隔分析
  • 2025年市场规模
  • 市场展望,2025-2030年

第五章 市场规模与表现

  • 2020-2024年全球游戏人工智慧(AI)市场
  • 类型細項分析,2020-2024 年
  • 技术细分市场分析,2020-2024 年
  • 2020-2024 年基于类型细分市场的分析
  • 区域区隔市场分析,2020-2024 年
  • 2020-2024年各国细分市场分析

第六章:五力分析

  • 五力模型概述
  • 买方的议价能力
  • 供应商的议价能力
  • 新进入者的威胁
  • 替代品的威胁
  • 竞争威胁
  • 市场状况

第七章 市场区隔:依类型

  • 比较:按类型
  • 人工智慧驱动平台
  • 人工智慧游戏
  • 市场机会:按类型划分

第八章 市场区隔:依技术划分

  • 比较:按技术
  • 机器学习
  • 自然语言处理
  • 电脑视觉
  • 机器人技术
  • 市场机会:依技术划分

第九章 市场细分:依类型

  • 比较:按类型
  • 动作冒险
  • 角色扮演游戏
  • 第一人称射击游戏
  • 模拟策略
  • 其他的
  • 市场机会:按类型划分

第十章 客户情况

第十一章 区域情势

  • 区域细分
  • 区域比较
  • 北美洲
    • 我们
    • 加拿大
    • 墨西哥
  • 亚太地区
    • 中国
    • 日本
    • 韩国
    • 印度
    • 澳洲
    • 印尼
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 荷兰
  • 南美洲
    • 巴西
    • 哥伦比亚
    • 智利
  • 中东和非洲
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非
    • 埃及
    • 土耳其
  • 市场机会:按地区划分

第十二章 促进因素、挑战与机会

  • 市场驱动因素
  • 市场挑战
  • 促进因素和挑战的影响
  • 市场机会

第十三章 竞争格局

  • 概述
  • 竞争格局
  • 混乱局面
  • 产业风险

第十四章 竞争分析

  • 公司简介
  • 公司排名指标
  • 企业市场定位
  • 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

第十五章附录

简介目录
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