2023-2030 年媒体与娱乐市场中的全球人工智慧 (AI)
市场调查报告书
商品编码
1380451

2023-2030 年媒体与娱乐市场中的全球人工智慧 (AI)

Global Artificial Intelligence (AI) in Media & Entertainment Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 130 Pages | 商品交期: 2-3个工作天内

价格

预计在预测期内(2023-2030年),全球媒体和娱乐市场人工智慧将以12.8%的CAGR成长。媒体和娱乐公司正在采用人工智慧来满足不断变化的市场需求和客户需求。人工智慧现在已成为行业的一部分,并发挥着不同的作用。媒体和娱乐产业的发展和多元化刺激了人工智慧应用程式和软体在各种流程中的采用,例如为客户提供个人化媒体内容、生成字幕以及创建独特的编辑工具和过滤器。

细分市场前景

全球媒体和娱乐市场的人工智慧按类型和技术进行细分。根据解决方案,市场被细分为硬体/设备和服务。根据应用,市场细分为游戏、体育自动製作、销售和行销、内容捕获、个人化等。在这些应用程式中,由于对更好、更正确地理解客户行为模式以及利用反馈来创建引人注目的内容的需求不断增加,预计销售和行销细分市场将占据相当大的市场份额。例如,2023年5月,根据martech的一份调查报告显示,73.0%的行销主管已经在使用生成式人工智慧进行B2B和B2C行销。不同行业的企业使用人工智慧进行行销。娱乐和媒体产业可以透过与人工智慧顾问公司合作来简化其销售和行销策略而受益匪浅。

预计游戏细分市场将在全球媒体和娱乐市场人工智慧中占据相当大的份额

其中,游戏细分领域预计将在全球媒体和娱乐人工智慧市场中占据相当大的份额。该细分市场的成长归因于全球扩增实境和虚拟实境游戏的日益普及和需求。人工智慧专家透过使用先进的模型创建互动式虚拟世界来实现这一目标。这些游戏由机器学习演算法支持,以增强玩家的体验并增加获胜的难度。这让他们对游戏及其不断变化的内容着迷。因此,该公司正在专注于市场上基于人工智慧的游戏的开发。例如,2023 年 6 月,MoonlanderAI 宣布发布其人工智慧平台,用于建立沉浸式 3D 游戏和体验。该平台利用更新的大语言模型 (LLM)、机器学习演算法和生成扩散模型来简化游戏开发流程。目标是让开发人员能够轻鬆设计和产生高品质的沉浸式体验、3D 环境、机制和动画。它包括「text-2-game」功能,几乎任何人都可以根据文字描述开发 3D 游戏。

区域展望

全球媒体和娱乐市场的人工智慧会根据地理位置进一步细分,包括北美(美国和加拿大)、欧洲(英国、义大利、西班牙、德国、法国和欧洲其他地区)、亚太地区(印度、中国、日本、韩国和亚洲其他地区)以及世界其他地区(中东和非洲以及拉丁美洲)。其中,由于该地区公司的合作、合併和其他投资活动不断增加,预计亚太地区将在全球市场中占据显着份额。例如,2023 年 3 月,AI 和其他技术赋能的游戏公司 Metagame Industries 宣布与 Mysten Labs Company 合作推出一款新的线上动作电玩游戏,具有角色扮演功能的 Abyss World。

北美地区全球媒体和娱乐市场人工智慧预计将以显着的CAGR成长

在所有地区中,北美地区预计在预测期内将以相当大的CAGR成长。区域成长归因于公司产品推出和投资活动的增加。例如,2023 年 5 月,NVIDIA 宣布推出一项新颖的 AI 技术,旨在丰富游戏体验。该技术旨在丰富叙事和对话沉浸感,从而营造出引人入胜的游戏氛围。这项新颖的解决方案名为 NVIDIA ACE for Games,将生成式 AI 顺利地融入游戏环境中。它主要致力于将不可玩角色 (NPC) 进化为复杂的实体,能够超越预设互动的限制与玩家进行流畅的对话。

市场参与者展望

服务于媒体和娱乐市场人工智慧的主要公司包括: AISportsWatch GmbH、AutomaticTV、EMG Group Plc、EVS Broadcast Equipment SA、Gearhouse Group.等。市场参与者透过各种策略(包括併购、合作、合作、融资和新产品发布),为市场成长做出了巨大贡献,以保持市场竞争力。例如,2023 年 9 月,Quickplay 宣布与 Google Cloud 合作,利用生成式 AI 的力量,为媒体和娱乐产业的消费者参与、满意度和货币化创造新的机会。 Quickplay 与 Google Cloud 的合作旨在释放大量机会,提高消费者满意度和利润。其中包括增强广告活动、最佳广告插入点、用于增强发现的深度元资料、推荐、自动剪辑/精彩片段生成、多长度摘要、字幕翻译、对话内容发现等。

报告涵盖:

  • 2022年市场价​​值资料分析及2030年预测。
  • 每个细分市场的年化市场收入(百万美元)。
  • 主要地理区域的国家分析。
  • 全球人工智慧媒体和娱乐市场的主要营运公司。根据现有资料,报告中还提供了与新产品发布相关的资讯以及相关新闻。
  • 透过确定未来强劲成长的关键细分市场来分析业务策略。
  • 市场进入和市场扩张策略分析。
  • 透过识别市场中「谁的立场」来制定竞争策略。

目录

第 1 章:报告摘要

  • 目前行业分析及成长潜力展望
  • 研究方法和工具
  • 市场区隔
    • 按细分
    • 按地区

第 2 章:市场概述与见解

  • 报告范围
  • 分析师见解和当前市场趋势
    • 主要发现
    • 建议
    • 结论

第 3 章:竞争格局

  • 主要公司分析
  • Agile Sports Technologies, Inc. (Hudl )
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Amazon Web Services, Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • IBM Corp.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • 关键策略分析

第 4 章:市场细分

  • 全球媒体和娱乐市场人工智慧解决方案
    • 硬体/设备
    • 服务
  • 全球媒体与娱乐市场人工智慧应用
    • 赌博
    • 体育自动製作(影片製作、广播、直播和分析)
    • 销售和行销
    • 内容捕捉
    • 个人化
    • 其他(人才辨识、假故事辨识、抄袭检测)

第 5 章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第 6 章:公司简介

  • AISportsWatch GmbH
  • AutomaticTV
  • EMG Group Plc
  • EVS Broadcast Equipment S.A.
  • Gearhouse Group
  • Gravity Media
  • GrayMeta Inc.
  • International Business Machines Corp.
  • LMG, LLC
  • Matchroom Sport Ltd.
  • PlaySight Interactive Ltd.
  • Production Resource Group, LLC
  • Sportway AB
  • Synthesia Ltd.
  • Valossa Labs Ltd.
  • Veritone, Inc.
Product Code: OMR2027758

Title: Global Artificial Intelligence (AI) in Media & Entertainment Market Size, Share & Trends Analysis Report by Solutions (Hardware/ Equipment, and Services), and by Application (Gaming, Sports Automatic Productions, Sales and Marketing, Content Capture, Personalization, and Others)Forecast Period (2023-2030).

The global AI in media & entertainment market is anticipated to grow at a CAGR of 12.8% during the Forecast Period (2023-2030). The media and entertainment houses are adopting AI to cater to the changing market demands and customer requirements. Artificial intelligence is now a part of the industry and has varied roles. 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.

Segmental Outlook

The global AI in media & entertainment market is segmented on the type and technology. Based on the solutions, the market is sub-segmented into hardware/equipment and services. And based on the application, the market is sub-segmented into gaming, sports automatic productions, sales and marketing, content capture, personalization and other. Among the application, the sales and marketing sub-segment is anticipated to hold a considerable share of the market, owing to increasing demand for better and correct understanding customer behavioral patterns and using feedback to create compelling content. For instance, in May 2023, according to a survey report by martech, shows that 73.0% of marketing executives are already using generative AI for B2B and B2C marketing. Businesses from different industries use AI for marketing. The entertainment and media industry can hugely benefit from partnering with an artificial intelligence consulting firm to streamline its sales and marketing strategies.

The Gaming Sub-Segment is Anticipated to Hold a Considerable Share of the Global AI in Media & Entertainment Market

Among the application, the gaming sub-segment is expected to hold a considerable share of the global AI in Media & Entertainment market. The segmental growth is attributed to the rising popularity and demand for augmented reality and virtual reality games globally. AI experts achieve this by using advanced models to create interactive virtual worlds. The games are backed by ML algorithms to enhance the experience for players and make it harder to win. This keeps them hooked to the game and its constantly-changing content. Hence, companies are focusing on development of AI based games in the market. For instance, in June 2023, MoonlanderAI announced release of its AI-powered platform for building immersive 3D games and experiences. The platform leverages updated large language models (LLMs), machine learning algorithms, and generative diffusion models to streamline the game development pipeline. The goal is to empower developers to easily design and generate high-quality immersive experiences, 3D environments, mechanics, and animations. It includes a "text-2-game" feature that lets just about anybody develop a 3D game based on a text description.

Regional Outlook

The global AI in Media & Entertainment market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, the Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to increasing partnership, merger and other investing activities by the companies in the region. For instance, 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.

The North America Region is Expected to Grow at a Significant CAGR in the Global AI in Media & Entertainment Market

Among all regions, the North America region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to increasing product launches and investing activities by the companies. For instance, in May 2023, NVIDIA, announced the launch of a novel AI technology designed to enrich the gaming experience. This technology is aimed at enriching narrative and dialogue immersion, thus facilitating an engaging gaming ambiance. The novel solution, named NVIDIA ACE for Games, smoothly amalgamates generative AI into the gaming environments. It primarily concentrates on evolving non-playable characters (NPCs) into intricate entities capable of fluid conversations with players beyond the constraints of preset interactions.

Market Players Outlook

The major companies serving the AI in media & entertainment market include: AISportsWatch GmbH, AutomaticTV, EMG Group Plc, EVS Broadcast Equipment S.A., Gearhouse Group., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in September 2023, Quickplay announced that it is partnering with Google Cloud to harness the power of generative AI to create new opportunities for consumer engagement, satisfaction and monetization for the media and entertainment industry. Quickplay's partnership with Google Cloud is designed to unlock a multitude of opportunities that can improve consumer satisfaction and bottom-line results. These includes, augmented ad campaigns, optimal ad insertion points, deep metadata for enhanced discovery, recommendations, automatic clips/highlights generation, multiple length synopses, subtitle translations, conversational content discovery, and other.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global AI in media & entertainment market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Agile Sports Technologies, Inc. (Hudl )
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Amazon Web Services, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. IBM Corp.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global AI in Media & Entertainment Market by Solution
    • 4.1.1. Hardware/ Equipment
    • 4.1.2. Services
  • 4.2. Global AI in Media & Entertainment Market by Application
    • 4.2.1. Gaming
    • 4.2.2. Sports Automatic Productions (Video Production, Broadcasting & Live Streaming and Analytics)
    • 4.2.3. Sales and Marketing
    • 4.2.4. Content Capture
    • 4.2.5. Personalization
    • 4.2.6. Other (Talent Identification, Fake Story Recognition and Plagiarized Detection)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. AISportsWatch GmbH
  • 6.2. AutomaticTV
  • 6.3. EMG Group Plc
  • 6.4. EVS Broadcast Equipment S.A.
  • 6.5. Gearhouse Group
  • 6.6. Gravity Media
  • 6.7. GrayMeta Inc.
  • 6.8. International Business Machines Corp.
  • 6.9. LMG, LLC
  • 6.10. Matchroom Sport Ltd.
  • 6.11. PlaySight Interactive Ltd.
  • 6.12. Production Resource Group, LLC
  • 6.13. Sportway AB
  • 6.14. Synthesia Ltd.
  • 6.15. Valossa Labs Ltd.
  • 6.16. Veritone, Inc.

LIST OF TABLES

  • 1. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 2. GLOBAL AI HARDWARE/ EQUIPMENT MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 3. GLOBAL AI SERVICES MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 5. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 6. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SPORTS AUTOMATIC PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 7. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SALES AND MARKETING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 8. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR CONTENT CAPTURE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 9. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR PERSONALIZATION MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 13. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 14. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 15. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 17. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 18. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 19. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 20. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 21. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 22. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 23. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY SOLUTION, 2022 VS 2030 (%)
  • 2. GLOBAL AI HARDWARE/ EQUIPMENT MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 3. GLOBAL AI SERVICES MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 4. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY APPLICATION, 2022 VS 2030 (%)
  • 5. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR GAMING MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 6. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SPORTS AUTOMATIC PRODUCTIONS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 7. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SALES AND MARKETING MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 8. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR CONTENT CAPTURE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 9. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR PERSONALIZATION MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 10. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR OTHER APPLICATIONS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 11. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 12. US AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 13. CANADA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 14. UK AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 15. FRANCE AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. GERMANY AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. ITALY AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. SPAIN AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. REST OF EUROPE AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. INDIA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. CHINA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. JAPAN AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. SOUTH KOREA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. REST OF ASIA-PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)