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市场调查报告书
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1574199

媒体与娱乐领域的人工智慧 (AI) 市场 – 2024 年至 2029 年预测

Artificial Intelligence (AI) in Media and Entertainment Market - Forecasts from 2024 to 2029

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

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简介目录

媒体和娱乐领域的人工智慧 (AI) 市场预计将以 27.54% 的复合年增长率成长,从 2024 年的 114.79 亿美元市场规模,到 2029 年达到 387.39 亿美元。

人工智慧(AI)技术和软体产品在媒体娱乐领域的应用涵盖多个子部门,如游戏、影像製作、内容创作等相关领域。媒体和娱乐产业的发展和多元化正在推动人工智慧软体和应用程式的使用。这包括创建字幕、为消费者个人化媒体内容以及开发创新的编辑工具和过滤器。由于人工智慧(AI)在媒体和娱乐领域的应用仍处于起步阶段,预计该市场将在预测期内显着成长。

媒体和娱乐市场中的人工智慧 (AI) 驱动因素:

  • 游戏和动漫领域的进步预计将推动市场成长

由于解析度和图形的改进,游戏、动画和视觉效果逐年快速成长,带动了全球游戏产业和其他产业的成长。此外,动画和漫画领域的崛起有几个原因,包括在 YouTube、Netflix 和其他线上影片串流网站等众多平台上的曝光度增加。

此外,游戏和动画产品需求的成长也支持了这一突破。人工智慧控制技术透过增强身体动作、再现面部表情和动作以及将声音与《决胜时刻》等游戏中的角色进行匹配,使这些行业受益。因此,人工智慧(AI)在媒体和娱乐领域的扩张很可能是由内容产出的增加以及各个子领域的后续创新所推动的。

媒体和娱乐领域人工智慧 (AI) 市场的地理前景

  • 北美在预测期内将经历指数级增长

在人工智慧技术方面,北美由多家科技巨头、知名研究机构和前卫新兴企业主导。这些组织的研发正在推动媒体和娱乐领域的人工智慧 (AI) 应用。此外,北美强大的数位基础设施和较高的网路普及率为人工智慧解决方案的引入和使用提供了合适的条件。

该基础设施可用于创建、共用和消费数位内容,从而使人工智慧技术蓬勃发展。例如,《时代》杂誌和 OpenAI 于 2024 年 6 月宣布建立合作伙伴关係,将《时代》杂誌备受推崇的新闻业整合到 ChatGPT 等 OpenAI 产品中。此次伙伴关係将使 OpenAI 能够存取《时代》周刊的大量檔案,以改进其产品并资讯来源给予适当的认可。作为交换,《时代杂誌》将能够使用 OpenAI 的技术来创造新产品并改进其新闻传递方式。此次合作旨在增加在全球范围内获取可靠、准确资讯的机会。

为什么要购买这份报告?

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  • 竞争格局:了解世界主要企业采取的策略策略,并了解透过正确的策略渗透市场的潜力。
  • 市场驱动因素和未来趋势:探索动态因素和关键市场趋势以及它们将如何影响未来市场发展。
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公司使用我们的报告的目的是什么?

产业和市场考量、机会评估、产品需求预测、打入市场策略、地理扩张、资本投资决策、法律规范与影响、新产品开发、竞争影响

调查范围

  • 2022年至2029年历史资料与预测
  • 成长机会、挑战、供应链前景、法规结构、顾客行为、趋势分析
  • 竞争对手的市场状况、策略与市场占有率分析
  • 包括国家在内的细分市场和地区的收益成长和预测评估
  • 公司简介(策略、产品、财务资讯、主要动态等)

媒体和娱乐市场的人工智慧(AI)细分和分析如下:

按用途

  • 游戏
  • 影片製作
  • 抄袭检测
  • 个人化
  • 生产管理
  • 其他的

按地区

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他的
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 义大利
  • 西班牙
  • 其他的
  • 中东/非洲
  • 沙乌地阿拉伯
  • UAE
  • 其他的
  • 亚太地区
  • 中国
  • 日本
  • 印度
  • 韩国
  • 澳洲
  • 新加坡
  • 印尼
  • 其他的

目录

第一章简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关利益者的主要利益

第二章调查方法

  • 研究设计
  • 调查过程

第三章执行摘要

  • 主要发现
  • CXO观点

第四章市场动态

  • 市场驱动因素
  • 市场限制因素
  • 波特五力分析
  • 产业价值链分析
  • 分析师观点

第五章媒体与娱乐领域的人工智慧(AI)市场:按应用分类

  • 介绍
  • 游戏
  • 影片创作
  • 抄袭检测
  • 个人化
  • 生产管理
  • 其他的

第六章媒体与娱乐领域的人工智慧(AI)市场:按地区

  • 介绍
  • 北美洲
    • 按用途
    • 按国家/地区
  • 南美洲
    • 按用途
    • 按国家/地区
  • 欧洲
    • 按用途
    • 按国家/地区
  • 中东/非洲
    • 按用途
    • 按国家/地区
  • 亚太地区
    • 按用途
    • 按国家/地区

第七章竞争环境及分析

  • 主要企业及策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作
  • 竞争对手仪表板

第八章 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

Artificial Intelligence (AI) in the media and entertainment market is expected to grow at a CAGR of 27.54%, reaching a market size of US$38.739 billion in 2029 from US$11.479 billion in 2024.

The application of artificial intelligence (AI) technology and software products in the media and entertainment market encompasses a range of sub-sectors, such as gaming, video production, content production, and other related fields. The media and entertainment sector's evolution and diversification are driving the use of AI software and applications for several tasks. These include the production of subtitles, personalizing media content for consumers, and the development of innovative editing tools and filters. Since the media and entertainment sector is just now beginning to use AI, this market will grow significantly throughout the forecast period.

Artificial Intelligence (AI) in media and entertainment Market Drivers:

  • Advancements in the gaming and animation sector are anticipated to drive the market growth

Due to better resolution and graphics, gaming, animation, and visual effects have grown rapidly over the years, resulting in the growth of the gaming industry and other such sectors worldwide. Moreover, there are several reasons why the animation and cartooning sector has increased, such as its rising exposure on numerous platforms such as YouTube, Netflix, and other online video streaming sites.

Additionally, this advancement is driven by a growing demand for gaming and animated products. AI-controlled technologies benefit these industries by enhancing body movements, replicating facial expressions and actions, and matching voices to characters in games like Call of Duty. Because of this, the expansion of AI within the media and entertainment sectors will be driven by increased content in terms of quantity produced, together with subsequent innovations across various sub-fields constituting it.

Artificial Intelligence (AI) in media and entertainment Market Geographical Outlook

  • North America is witnessing exponential growth during the forecast period

In AI technologies, North America has been dominated by several technological giants, renowned research institutions, and avant-garde start-ups. R&D done by these organizations enhances AI applications in the media and entertainment sector. In addition, North America provides amenable conditions for adopting and utilizing AI solutions owing to its robust digital infrastructure and high internet penetration rates.

Digital content can be produced, shared, and consumed using this infrastructure, enabling AI technologies to flourish. For instance, TIME and OpenAI announced their partnership in June 2024 to merge TIME's esteemed journalism into OpenAI products like ChatGPT. Through the partnership, OpenAI can improve its products and give proper credit to sources by accessing TIME's vast archives. In exchange, TIME will have access to OpenAI's technology to create new goods and improve how news is delivered. The collaboration seeks to increase access to reliable and accurate information on a global scale.

Reasons for buying this report:-

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, other sub- segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape up future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decision to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data & forecasts from 2022 to 2029
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, Customer Behaviour, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others)

The Artificial Intelligence (AI) in media and entertainment market is segmented and analyzed as follows:

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
  • 1.8. Key Benefits to the Stakeholder

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Processes

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings
  • 3.2. CXO Perspective

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
  • 4.5. Analyst View

5. ARTIFICIAL INTELLIGENCE (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. ARTIFICIAL INTELLIGENCE (AI) IN MEDIA AND ENTERTAINMENT MARKET BY GEOGRAPHY

  • 6.1. Introduction
  • 6.2. North America
    • 6.2.1. By Application
    • 6.2.2. By Country
      • 6.2.2.1. United States
      • 6.2.2.2. Canada
      • 6.2.2.3. Mexico
  • 6.3. South America
    • 6.3.1. By Application
    • 6.3.2. By Country
      • 6.3.2.1. Brazil
      • 6.3.2.2. Argentina
      • 6.3.2.3. Others
  • 6.4. Europe
    • 6.4.1. By Application
    • 6.4.2. By Country
      • 6.4.2.1. United Kingdom
      • 6.4.2.2. Germany
      • 6.4.2.3. France
      • 6.4.2.4. Italy
      • 6.4.2.5. Spain
      • 6.4.2.6. Others
  • 6.5. Middle East and Africa
    • 6.5.1. By Application
    • 6.5.2. By Country
      • 6.5.2.1. Saudi Arabia
      • 6.5.2.2. UAE
      • 6.5.2.3. Others
  • 6.6. Asia Pacific
    • 6.6.1. By Application
    • 6.6.2. By Country
      • 6.6.2.1. China
      • 6.6.2.2. Japan
      • 6.6.2.3. India
      • 6.6.2.4. South Korea
      • 6.6.2.5. Australia
      • 6.6.2.6. Singapore
      • 6.6.2.7. Indonesia
      • 6.6.2.8. Others

7. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 7.1. Major Players and Strategy Analysis
  • 7.2. Market Share Analysis
  • 7.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 7.4. Competitive Dashboard

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