媒体和娱乐领域的人工智能 (AI) 市场 - 预测 2023-2028
市场调查报告书
商品编码
1279631

媒体和娱乐领域的人工智能 (AI) 市场 - 预测 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个工作天内

价格
简介目录

媒体和娱乐领域的人工智能 (AI) 市场预计将以 31.89% 的复合年增长率增长,从 2021 年的市场估值 179.27 亿美元增至 2028 年的 1244.83 亿美元。 媒体娱乐领域的人工智能(AI)是指将人工智能技术和软件产品引入媒体娱乐行业的各个细分领域,包括游戏、电影製作、内容製作等类似领域。 媒体和娱乐行业的发展和多元化将刺激人工智能应用程序和软件引入各种流程,例如为客户个性化媒体内容、生成字幕以及创建独特的编辑工具和过滤器。 由于人工智能在媒体和娱乐市场的采用尚处于早期阶段,预计该市场在预测期内将大幅扩张。

市场促进因素

媒体和娱乐行业生成的内容呈爆炸式增长

国际媒体和娱乐行业生成的内容量显着增加,为人工智能驱动的工具在媒体和娱乐行业的应用创造了各种机会。 视频分发和社交媒体应用(例如 Tiktok、Instagram、Facebook 和 Youtube)中影响者和内容创作者的出现,使媒体和娱乐行业生成的内容量显着增加了一倍。 例如,Wallaroo Media 的一项研究发现,超过 83% 的 Tiktok 用户在网站上发布影像内容。 因此,世界各地的公司和品牌选择通过在在线平台上发布内容来营销其产品。 这创造了利用人工智能工具对在线生成的内容进行筛选和分类的机会。

应用人工智能软件来增强在线创建的内容并使其多样化。 例如,Snapchat 和 Vogue 最近联合推出了一项独特的增强现实功能,允许 Snapchat 用户录製穿着特定服装的人的视频和图像。 这样,内容创作的加速正在推动人工智能软件在与媒体和娱乐行业相关的各种平台中的采用。

游戏和动画的进步

由于更高的分辨率和图形质量,游戏、动画和视觉效果领域的快速进步正在推动世界各地游戏和其他动画领域的增长。 印度 Lumikai 州发布的一份游戏报告显示,移动游戏下载量将从 2021 年的 100 亿次增长到 2022 年的 150 亿次。 除此之外,印度品牌资产基金会估计,印度几乎每个游戏玩家每週都会在移动游戏应用程序上花费 8.5 小时。

此外,由于 Netflix、Youtube 和其他视频流媒体平台等各种平台的使用不断增加,动漫/漫画领域也在不断扩大。 游戏和动漫产品消费的不断增长,促使人工智能工具在这些领域的使用,以增强画外音和嘴唇动作的同步、精确的面部表情和详细的身体动作,从而生成更真实的动漫角色特征和行为。 因此,在预测期内,生成内容的增加以及媒体和娱乐行业子行业的进步将推动人工智能在媒体和娱乐行业的扩张。

与媒体和娱乐行业中某些人工智能应用相关的道德风险可能会减缓人工智能在媒体和娱乐市场的扩张。

将人工智能应用于客户的内容个性化流程时,我们需要访问其他平台上的流媒体和 cookie 历史记录,以帮助更好地分析客户偏好和行为。 使用此类客户个人资讯必须事先获得许可,但存在通过黑客未经授权使用机密资讯的风险。 因此,客户不愿意授予对此类平台的访问权限,从而导致个性化播放列表和观看列表不准确。

亚太地区媒体和娱乐领域的人工智能 (AI) 市场潜力巨大,预计在预测期内实现健康增长。

在视频和音乐流媒体活动的推动下,亚太地区国家正在经历媒体和娱乐业的显着增长。 例如,Netflix 报告称,亚太地区的收入较 2021 年增长了 9%,2022 年达到 35.7 亿美元。 除了Youtube、Netflix和Amazon Prime Video等主流平台外,亚洲国家区域性和全国性OTT平台的出现也促进了各自媒体和娱乐产业的增长。 例如,在印度,Hotstar Disney+、Voot、Aha 和 Zee5 等区域性 OTT 网站的出现,增加了印度媒体娱乐内容的消费。

此外,韩国电影振兴院年报显示,2019年韩国OTT电影平台收入达5810万美元,其中Wavve、Tving等本土OTT平台为韩国在线媒体流媒体市场做出了贡献,已被证明是韩国在线媒体流媒体市场的主要贡献者。该网站的两个主要参与者。 传媒娱乐行业的增长为人工智能在传媒娱乐行业的广泛应用创造了市场机会,以满足客户需求,提升客户满意度和体验。 因此,亚太地区媒体娱乐产业的快速扩张,最终将带来亚太国家媒体娱乐市场人工智能的增长。

内容

第 1 章简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场细分
  • 货币
  • 先决条件
  • 基准年和预测年时间表

第 2 章研究方法

  • 调查数据
  • 调查设计

第 3 章执行摘要

  • 调查要点

第 4 章市场动态

  • 市场促进因素
  • 市场抑制因素
  • 波特五力分析
  • 行业价值链分析

第 5 章媒体和娱乐领域的人工智能 (AI) 市场:按应用分类

  • 简介
  • 游戏
  • 影像製作
  • 抄袭检测
  • 个性化
  • 生产管理
  • 其他

第 6 章媒体和娱乐领域的人工智能 (AI) 市场:按地区划分

  • 简介
  • 北美
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 意大利
    • 西班牙
    • 其他
  • 中东和非洲
    • 沙特阿拉伯
    • 阿拉伯联合酋长国
    • 其他
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳大利亚
    • 新加坡
    • 印度尼西亚
    • 其他

第 7 章竞争格局与分析

  • 主要公司及战略分析
  • 新兴公司和市场盈利能力
  • 合併、收购、协议与合作
  • 供应商竞争力矩阵

第 8 章公司简介

  • Amazon Web Services Inc.
  • Gravity Media
  • GrayMeta
  • IBM Corporation
  • Microsoft Corporation
  • Production Resource Group LLC
  • Synthesia Ltd.
  • Valossa Labs Ltd.
  • PlaySight Interactive
  • Move.ai
简介目录
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