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市場調查報告書
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1574199

媒體與娛樂領域的人工智慧 (AI) 市場 – 2024 年至 2029 年預測

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個工作天內

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簡介目錄

媒體和娛樂領域的人工智慧 (AI) 市場預計將以 27.54% 的複合年成長率成長,從 2024 年的 114.79 億美元市場規模,到 2029 年達到 387.39 億美元。

人工智慧(AI)技術和軟體產品在媒體娛樂領域的應用涵蓋多個子部門,如遊戲、影像製作、內容創作等相關領域。媒體和娛樂產業的發展和多元化正在推動人工智慧軟體和應用程式的使用。這包括創建字幕、為消費者個人化媒體內容以及開發創新的編輯工具和過濾器。由於人工智慧(AI)在媒體和娛樂領域的應用仍處於起步階段,預計該市場將在預測期內顯著成長。

媒體和娛樂市場中的人工智慧 (AI) 促進因素:

  • 遊戲和動漫領域的進步預計將推動市場成長

由於解析度和圖形的改進,遊戲、動畫和視覺效果逐年快速成長,帶動了全球遊戲產業和其他產業的成長。此外,動畫和漫畫領域的崛起有幾個原因,包括在 YouTube、Netflix 和其他線上影片串流網站等眾多平台上的曝光度增加。

此外,遊戲和動畫產品需求的成長也支持了這一突破。人工智慧控制技術透過增強身體動作、再現面部表情和動作以及將聲音與《決勝時刻》等遊戲中的角色進行匹配,使這些行業受益。因此,人工智慧(AI)在媒體和娛樂領域的擴張很可能是由內容產出的增加以及各個子領域的後續創新所推動的。

媒體和娛樂領域人工智慧 (AI) 市場的地理前景

  • 北美在預測期內將經歷指數級成長

在人工智慧技術方面,北美由多家科技巨頭、知名研究機構和前衛新興企業主導。這些組織的研發正在推動媒體和娛樂領域的人工智慧 (AI) 應用。此外,北美強大的數位基礎設施和較高的網路普及率為人工智慧解決方案的引入和使用提供了合適的條件。

該基礎設施可用於創建、共用和消費數位內容,從而使人工智慧技術蓬勃發展。例如,《時代》雜誌和 OpenAI 於 2024 年 6 月宣佈建立合作夥伴關係,將《時代》雜誌備受推崇的新聞業整合到 ChatGPT 等 OpenAI 產品中。此次夥伴關係將使 OpenAI 能夠存取《時代》周刊的大量檔案,以改進其產品並資訊來源給予適當的認可。作為交換,《時代雜誌》將能夠使用 OpenAI 的技術來創造新產品並改進其新聞傳遞方式。此次合作旨在增加在全球範圍內獲取可靠、準確資訊的機會。

為什麼要購買這份報告?

  • 富有洞察力的分析:獲得涵蓋關鍵和新興地區的深入市場洞察,重點關注客戶細分、政府政策和社會經濟因素、消費者偏好、行業部門和其他子區隔。
  • 競爭格局:了解世界主要企業採取的策略策略,並了解透過正確的策略滲透市場的潛力。
  • 市場促進因素和未來趨勢:探索動態因素和關鍵市場趨勢以及它們將如何影響未來市場發展。
  • 可行的建議:利用洞察力做出策略決策,在動態環境中釋放新的業務流和收益。
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公司使用我們的報告的目的是什麼?

產業和市場考量、機會評估、產品需求預測、打入市場策略、地理擴張、資本投資決策、法律規範與影響、新產品開發、競爭影響

調查範圍

  • 2022年至2029年歷史資料與預測
  • 成長機會、挑戰、供應鏈前景、法規結構、顧客行為、趨勢分析
  • 競爭對手的市場狀況、策略與市場佔有率分析
  • 包括國家在內的細分市場和地區的收益成長和預測評估
  • 公司簡介(策略、產品、財務資訊、主要動態等)

媒體和娛樂市場的人工智慧(AI)細分和分析如下:

按用途

  • 遊戲
  • 影片製作
  • 抄襲檢測
  • 個人化
  • 生產管理
  • 其他

按地區

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 義大利
  • 西班牙
  • 其他
  • 中東/非洲
  • 沙烏地阿拉伯
  • UAE
  • 其他
  • 亞太地區
  • 中國
  • 日本
  • 印度
  • 韓國
  • 澳洲
  • 新加坡
  • 印尼
  • 其他

目錄

第1章簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表
  • 相關利益者的主要利益

第2章調查方法

  • 研究設計
  • 調查過程

第3章執行摘要

  • 主要發現
  • CXO觀點

第4章市場動態

  • 市場促進因素
  • 市場限制因素
  • 波特五力分析
  • 產業價值鏈分析
  • 分析師觀點

第5章媒體與娛樂領域的人工智慧(AI)市場:按應用分類

  • 介紹
  • 遊戲
  • 影片創作
  • 抄襲檢測
  • 個人化
  • 生產管理
  • 其他

第6章媒體與娛樂領域的人工智慧(AI)市場:按地區

  • 介紹
  • 北美洲
    • 按用途
    • 按國家/地區
  • 南美洲
    • 按用途
    • 按國家/地區
  • 歐洲
    • 按用途
    • 按國家/地區
  • 中東/非洲
    • 按用途
    • 按國家/地區
  • 亞太地區
    • 按用途
    • 按國家/地區

第7章競爭環境及分析

  • 主要企業及策略分析
  • 市場佔有率分析
  • 合併、收購、協議和合作
  • 競爭對手儀表板

第8章 公司簡介

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