封面
市场调查报告书
商品编码
1674259

2025年全球媒体与娱乐人工智慧市场报告

AI In Media & Entertainment Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

价格
简介目录

预计未来几年媒体和娱乐领域的人工智慧市场规模将呈指数级增长。到 2029 年,这一数字将成长至 586.1 亿美元,复合年增长率为 27.8%。预测期内的成长可归因于高级内容个人化、人工智慧生成的内容创作、不断增长的 AR 和 VR 应用、人工智慧增强的用户互动以及资料驱动的预测分析。预测期内的关键趋势包括内容版权保护、早期聊天机器人和互动系统、人工智慧增强编辑、语音和语言识别以及预测分析。

OTT 平台的普及度激增以及线上游戏串流媒体的兴起预计将推动媒体和娱乐市场人工智慧的成长。由于网路的加强、互联网连接的增加以及能够提供多媒体服务的行动设备,Over-The-Top平台的用户数量正在增长。此外,线上游戏产业正在经历成长,这得益于多种因素,包括廉价网路的普及、线上游戏的可用性以及游戏开发的重大进步。对 OTT 平台和线上游戏日益增长的需求正在推动人工智慧在这些领域的应用扩展,以便为虚拟平台上的玩家和观众提供身临其境的游戏和观看体验。例如,根据美国媒体和娱乐报告,到2023年,美国电子游戏产业将支持超过35万个就业岗位,为GDP贡献约660亿美元,78%的家庭将拥有游戏设备。全球游戏产业产值达1840亿美元,游戏玩家数量达32亿。数位购买占该收益的 95%,其中手机游戏占 49%。此外,澳洲政府机构外交贸易部预测,到2024年,全球数位游戏产业的价值将达到约2,940亿美元。此外,根据美国串流媒体公司Netflix Inc.的新闻稿,Netflix在2022年第四季拥有2.23亿付费用户,到2023年1-3月季度成长到2.31亿。因此,OTT平台和线上游戏串流媒体的日益普及很可能成为人工智慧在媒体和娱乐市场发展的驱动力。

非结构化资料量的预期爆炸性成长将推动媒体和娱乐产业人工智慧领域的显着成长。非结构化资料的特点是缺乏预先定义的组织或资料模型,这给分析带来了挑战,需要专门的工具和技术来处理和提取。在媒体和娱乐领域的人工智慧领域,来自社群媒体、评论、评论等各种管道的非结构化资料是了解观众情绪、反应和偏好的关键。这种洞察力最终可以让您内容客製化,以更好地满足受众的期望。例如,美国非结构化资料管理解决方案供应商 Komprise 发现,截至 2022 年 8 月,87% 的 IT 领导者专注于管理非结构化资料的成长,较 2021 年的 70% 大幅成长。因此,非结构化资料的激增是 AI 应用在媒体和娱乐领域扩展的关键驱动力。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情境 宏观经济情境包括利率、通膨、地缘政治、新冠疫情和市场復苏的影响

第五章 全球成长分析与策略分析框架

  • 全球媒体和娱乐领域的人工智慧 PESTEL 分析(政治、社会、技术、环境、法律因素、驱动因素、限制因素)
  • 最终用途产业分析
  • 全球媒体与娱乐市场人工智慧:成长率分析
  • 全球媒体与娱乐领域人工智慧市场表现:规模与成长,2019-2024
  • 全球媒体与娱乐领域人工智慧市场预测:2024-2029 年及 2034 年规模与成长
  • 媒体和娱乐领域的全球人工智慧总目标市场 (TAM)

第六章市场区隔

  • 全球媒体与娱乐市场人工智慧:按解决方案、效能和预测,2019-2024 年、2024-2029 年、2034 年
  • 硬体/设备
  • 服务
  • 全球媒体与娱乐市场人工智慧:依产品、绩效及预测,2019-2024 年、2024-2029 年、2034 年
  • 模拟特效
  • 卡通
  • 造型
  • 雾面漆
  • 合成
  • 全球媒体与娱乐领域人工智慧市场的应用、表现及预测(2019-2024 年、2024-2029 年预测、2034 年预测)
  • 游戏
  • 假新闻检测
  • 抄袭检测
  • 个人化
  • 生产计画与控制
  • 销售和行销
  • 人才发掘
  • 内容捕获
  • 体育自动化生产
  • 全球媒体和娱乐市场人工智慧、硬体/设备细分、类型、效能和预测(2019-2024 年、2024-2029 年及 2034 年)
  • 支援人工智慧的相机和成像设备
  • 支援AI的串流媒体设备
  • 人工智慧整合智慧电视
  • 支援AI的音讯设备
  • 全球媒体及娱乐领域人工智慧市场,依服务类型、绩效及预测划分,2019-2024 年、2024-2029 年、2034 年
  • 内容创作与编辑服务
  • 人工智慧推荐引擎
  • 受众分析和洞察服务
  • 自动审核和内容审核服务
  • 虚拟和扩增实境体验

第七章 区域和国家分析

  • 全球媒体与娱乐市场人工智慧:按地区、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 全球媒体与娱乐市场人工智慧:按国家、表现和预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 媒体与娱乐领域的人工智慧:竞争格局
  • 媒体与娱乐领域的人工智慧:公司简介
    • Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • International Business Machines Corp. Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型创新企业

  • Oracle Corporation
  • NVIDIA Corporation
  • Ericsson AB
  • Dolby Laboratories Inc.
  • Production Resource Group LLC
  • Avid Technology Inc.
  • Blackmagic Design Pty. Ltd.
  • Quantum Corporation
  • Imagine Communications Corp.
  • Deluxe Entertainment Services Group Inc.
  • Gravity Media Ltd.
  • Matchroom Sport Ltd.
  • Brightcove Inc.
  • Veritone Inc.
  • EVS Broadcast Equipment SA

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第 35 章 高市场潜力国家、细分市场与策略

  • 2029年媒体与娱乐领域的人工智慧:提供新机会的国家
  • 2029年媒体与娱乐领域的人工智慧:细分领域带来新机会
  • 2029年媒体与娱乐领域的人工智慧:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r26087

AI applications in the media and entertainment sector involve leveraging technology to develop interactive augmented reality/virtual reality content and themes for various purposes, including content creation, gaming, and events. The overarching objective is to enhance the overall user experience within the industry.

The principal components of AI solutions in the media and entertainment sector encompass hardware, equipment, and associated services. In this context, ''hardware/equipment'' pertains to tools and small-scale devices utilized in the industry. Hardware refers to the tangible elements or delivery systems within a computer that store and execute instructions from software. The product offerings of AI in media and entertainment solutions encompass simulation FX, animation, modeling, matte painting, and compositing. These applications find use in various areas such as gaming, fake story detection, plagiarism detection, personalization, production planning and management, sales and marketing, talent identification, content capture, and automated sports productions.

The AI in media and entertainment market research report is one of a series of new reports from The Business Research Company that provides AI in media and entertainment market statistics, including AI in media and entertainment industry global market size, regional shares, competitors with a AI in media and entertainment market share, detailed AI in media and entertainment market segments, market trends and opportunities, and any further data you may need to thrive in the AI in media and entertainment industry. This AI in media and entertainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The AI in media & entertainment market size has grown exponentially in recent years. It will grow from $17.3 billion in 2024 to $21.99 billion in 2025 at a compound annual growth rate (CAGR) of 27.1%. The growth in the historic period can be attributed to initial AI-based copyright protection, content moderation tools, rise in content personalization, regional expansion and increased streaming activities, demand for game development.

The AI in media & entertainment market size is expected to see exponential growth in the next few years. It will grow to $58.61 billion in 2029 at a compound annual growth rate (CAGR) of 27.8%. The growth in the forecast period can be attributed to advanced content personalization, ai-generated content creation, expanded AR and VR applications, ai-enhanced user interaction, data-driven predictive analytics. Major trends in the forecast period include content copyright protection, initial chatbot and interaction systems, ai-enhanced editing, voice and language recognition, predictive analytics.

The surge in popularity of OTT platforms and the rise of online game streaming are anticipated to drive the growth of AI in the media and entertainment market. The number of subscribers on over-the-top (OTT) platforms is increasing due to enhanced networks, improved internet connectivity, and mobile devices capable of multimedia services. Additionally, the online gaming industry has experienced growth due to various factors, including wider access to affordable internet, availability of online games, and significant advancements in gaming development. This rising demand for OTT platforms and online gaming has led to greater use of AI in these sectors to provide immersive gaming and viewing experiences for players and audiences on virtual platforms. For instance, a media entertainment report from the U.S. indicated that in 2023, the U.S. video game industry supported over 350,000 jobs and contributed nearly $66 billion to the GDP, with 78% of households engaging with gaming devices. Worldwide, the industry generated $184 billion, with 3.2 billion gamers. Digital purchases made up 95% of this revenue, and mobile games accounted for 49%. Furthermore, the Department of Foreign Affairs and Trade, an Australian government agency, projected that by 2024, the global digital games industry would be valued at approximately $294 billion. Additionally, a press release from Netflix Inc., a U.S.-based streaming media company, reported that Netflix had 223 million paying subscribers in the fourth quarter of 2022, which increased to 231 million in the first three months of 2023. Therefore, the growing popularity of OTT platforms and online game streaming will propel AI in the media and entertainment market.

The anticipated surge in unstructured data volume is poised to drive significant growth within the AI sector of the media and entertainment industry. Unstructured data, characterized by its lack of predefined organization or data models, presents a challenge for analysis, necessitating specialized tools and methodologies for processing and extraction. In the realm of AI in media and entertainment, this unstructured data, sourced from diverse channels such as social media, reviews, and comments, serves as crucial fodder for understanding audience sentiments, reactions, and preferences. Consequently, this insight enables content customization to better align with audience expectations. For instance, as of August 2022, Komprise, a US-based provider of unstructured data management solutions, observed a substantial increase, with 87% of IT leaders placing greater emphasis on managing unstructured data growth compared to 70% in 2021. Hence, the burgeoning volume of unstructured data stands as a significant driver behind the expansion of AI applications within the media and entertainment sector.

Major companies in the AI media and entertainment market are concentrating on developing advanced technological solutions, such as AI-powered cloud services, to improve content creation, streamline production processes, and personalize viewer experiences. AI-powered cloud solutions merge cloud computing with artificial intelligence to enhance performance and optimize data processing. By leveraging machine learning and automation, these solutions assist businesses in making better decisions and fostering innovation across various sectors. For example, in September 2024, Huawei Technologies Co., Ltd., a China-based manufacturing company, introduced Huawei Cloud E3 Media Services, aimed at improving content production and distribution efficiency, especially within the media and entertainment industry. This service enhances content production efficiency and transforms content distribution. Its advanced infrastructure supports low-latency streaming and scalable resources, allowing companies to quickly adapt to traffic demands while ensuring high security and reliability for the management of sensitive data.

Prominent enterprises within the AI in media and entertainment sector are prioritizing the introduction of sophisticated solutions, notably embracing generative AI-powered recommendations, as a strategic approach to attain a competitive advantage. This technology employs advanced machine learning algorithms to curate highly personalized and pertinent content suggestions for users, drawing insights from their preferences, purchase history, and browsing behaviors. A case in point is Google LLC, a US-based technology giant, which in November 2023 unveiled Vertex AI Search. This innovative suite of functionalities harnesses generative AI capabilities to deliver advanced search and recommendation features across diverse industries, including media and entertainment, healthcare, and life sciences. Vertex AI Search empowers organizations by streamlining data ingestion, facilitating customization, and enabling the development of search engines or chatbots capable of engaging customers and furnishing insights drawn from enterprise data repositories. This signifies a strategic move by major players to leverage generative AI-powered solutions, fostering enhanced user experiences and competitive positioning within the market landscape.

In March 2022, Microsoft, a US-based IT company, acquired Nuance Communications for an undisclosed amount. Through this acquisition, Microsoft aims to improve healthcare delivery and customer engagement with advanced AI solutions while also expanding its cloud services and bolstering its competitive position in the market. Nuance Communications, a US-based software company, utilizes AI in media and entertainment to enhance voice interaction, content creation, accessibility, and personalized user experiences.

Major companies operating in the AI in media & entertainment market include Amazon.com Inc., Alphabet Inc., Microsoft Corporation, Intel Corporation, International Business Machines Corp., Oracle Corporation, NVIDIA Corporation, Ericsson AB, Dolby Laboratories Inc., Production Resource Group L.L.C., Avid Technology Inc., Blackmagic Design Pty. Ltd., Quantum Corporation, Imagine Communications Corp., Deluxe Entertainment Services Group Inc., Gravity Media Ltd., Matchroom Sport Ltd., Brightcove Inc., Veritone Inc., EVS Broadcast Equipment S.A., Gearhouse South Africa PTY. Limited, Pixellot Ltd., Synthesia Ltd., LMG LLC, Valossa Labs Ltd., Spiideo, PlaySight Interactive Ltd., Move AI, Sportway AB, GrayMeta Inc., AISportsWatch GmbH, AutomaticTV, Ross Video Ltd., Sony Corporation, Technicolor SA, Telestream LLC, Vizrt Group AS

North America was the largest region in the AI in media & entertainment market share in 2024. The regions covered in the ai in media & entertainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the ai in media & entertainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The AI in the media and entertainment market consists of revenues earned by providing target marketing, content personalization, film production, TV, games, and gambling services. The market value includes the value of related goods sold by the service provider or included within the service offering. AI in the media and entertainment market also includes sales of media operating devices that are used for broadcasting. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

AI In Media & Entertainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on ai in media & entertainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for ai in media & entertainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The ai in media & entertainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Solution: Hardware/Equipment; Services
  • 2) By Product: Simulation FX; Animation; Modelling; Matte Painting; Compositing
  • 3) By Application: Gaming; Fake Story Detection; Plagiarism Detection; Personalization; Production Planning & Management; Sales and Marketing; Talent Identification; Content Capture; Sports Automatic Productions
  • Subsegments:
  • 1) By Hardware/Equipment: AI-Enabled Cameras and Imaging Devices; Streaming Devices With AI Capabilities; Smart TVs With AI Integration; Audio Equipment With AI Features
  • 2) By Services: Content Creation And Editing Services; AI-Powered Recommendation Engines; Audience Analytics and Insights Services; Automated Moderation And Content Review Services; Virtual Reality And Augmented Reality Experiences
  • Companies Mentioned: Amazon.com Inc.; Alphabet Inc.; Microsoft Corporation; Intel Corporation; International Business Machines Corp.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. AI In Media & Entertainment Market Characteristics

3. AI In Media & Entertainment Market Trends And Strategies

4. AI In Media & Entertainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global AI In Media & Entertainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global AI In Media & Entertainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global AI In Media & Entertainment Market Growth Rate Analysis
  • 5.4. Global AI In Media & Entertainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global AI In Media & Entertainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global AI In Media & Entertainment Total Addressable Market (TAM)

6. AI In Media & Entertainment Market Segmentation

  • 6.1. Global AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware/Equipment
  • Services
  • 6.2. Global AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation FX
  • Animation
  • Modelling
  • Matte Painting
  • Compositing
  • 6.3. Global AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming
  • Fake Story Detection
  • Plagiarism Detection
  • Personalization
  • Production Planning & Management
  • Sales and Marketing
  • Talent Identification
  • Content Capture
  • Sports Automatic Productions
  • 6.4. Global AI In Media & Entertainment Market, Sub-Segmentation Of Hardware/Equipment, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AI-Enabled Cameras and Imaging Devices
  • Streaming Devices With AI Capabilities
  • Smart TVs With AI Integration
  • Audio Equipment With AI Features
  • 6.5. Global AI In Media & Entertainment Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Content Creation And Editing Services
  • AI-Powered Recommendation Engines
  • Audience Analytics and Insights Services
  • Automated Moderation And Content Review Services
  • Virtual Reality And Augmented Reality Experiences

7. AI In Media & Entertainment Market Regional And Country Analysis

  • 7.1. Global AI In Media & Entertainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global AI In Media & Entertainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific AI In Media & Entertainment Market

  • 8.1. Asia-Pacific AI In Media & Entertainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China AI In Media & Entertainment Market

  • 9.1. China AI In Media & Entertainment Market Overview
  • 9.2. China AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India AI In Media & Entertainment Market

  • 10.1. India AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan AI In Media & Entertainment Market

  • 11.1. Japan AI In Media & Entertainment Market Overview
  • 11.2. Japan AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia AI In Media & Entertainment Market

  • 12.1. Australia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia AI In Media & Entertainment Market

  • 13.1. Indonesia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea AI In Media & Entertainment Market

  • 14.1. South Korea AI In Media & Entertainment Market Overview
  • 14.2. South Korea AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe AI In Media & Entertainment Market

  • 15.1. Western Europe AI In Media & Entertainment Market Overview
  • 15.2. Western Europe AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK AI In Media & Entertainment Market

  • 16.1. UK AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany AI In Media & Entertainment Market

  • 17.1. Germany AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France AI In Media & Entertainment Market

  • 18.1. France AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy AI In Media & Entertainment Market

  • 19.1. Italy AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain AI In Media & Entertainment Market

  • 20.1. Spain AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe AI In Media & Entertainment Market

  • 21.1. Eastern Europe AI In Media & Entertainment Market Overview
  • 21.2. Eastern Europe AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia AI In Media & Entertainment Market

  • 22.1. Russia AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America AI In Media & Entertainment Market

  • 23.1. North America AI In Media & Entertainment Market Overview
  • 23.2. North America AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA AI In Media & Entertainment Market

  • 24.1. USA AI In Media & Entertainment Market Overview
  • 24.2. USA AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada AI In Media & Entertainment Market

  • 25.1. Canada AI In Media & Entertainment Market Overview
  • 25.2. Canada AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America AI In Media & Entertainment Market

  • 26.1. South America AI In Media & Entertainment Market Overview
  • 26.2. South America AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil AI In Media & Entertainment Market

  • 27.1. Brazil AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East AI In Media & Entertainment Market

  • 28.1. Middle East AI In Media & Entertainment Market Overview
  • 28.2. Middle East AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa AI In Media & Entertainment Market

  • 29.1. Africa AI In Media & Entertainment Market Overview
  • 29.2. Africa AI In Media & Entertainment Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa AI In Media & Entertainment Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa AI In Media & Entertainment Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. AI In Media & Entertainment Market Competitive Landscape And Company Profiles

  • 30.1. AI In Media & Entertainment Market Competitive Landscape
  • 30.2. AI In Media & Entertainment Market Company Profiles
    • 30.2.1. Amazon.com Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Intel Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. International Business Machines Corp. Overview, Products and Services, Strategy and Financial Analysis

31. AI In Media & Entertainment Market Other Major And Innovative Companies

  • 31.1. Oracle Corporation
  • 31.2. NVIDIA Corporation
  • 31.3. Ericsson AB
  • 31.4. Dolby Laboratories Inc.
  • 31.5. Production Resource Group L.L.C.
  • 31.6. Avid Technology Inc.
  • 31.7. Blackmagic Design Pty. Ltd.
  • 31.8. Quantum Corporation
  • 31.9. Imagine Communications Corp.
  • 31.10. Deluxe Entertainment Services Group Inc.
  • 31.11. Gravity Media Ltd.
  • 31.12. Matchroom Sport Ltd.
  • 31.13. Brightcove Inc.
  • 31.14. Veritone Inc.
  • 31.15. EVS Broadcast Equipment S.A.

32. Global AI In Media & Entertainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The AI In Media & Entertainment Market

34. Recent Developments In The AI In Media & Entertainment Market

35. AI In Media & Entertainment Market High Potential Countries, Segments and Strategies

  • 35.1 AI In Media & Entertainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 AI In Media & Entertainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 AI In Media & Entertainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer