2023-2030 年媒體與娛樂市場中的全球人工智慧 (AI)
市場調查報告書
商品編碼
1380451

2023-2030 年媒體與娛樂市場中的全球人工智慧 (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個工作天內

價格

預計在預測期內(2023-2030年),全球媒體和娛樂市場人工智慧將以12.8%的CAGR成長。媒體和娛樂公司正在採用人工智慧來滿足不斷變化的市場需求和客戶需求。人工智慧現在已成為行業的一部分,並發揮著不同的作用。媒體和娛樂產業的發展和多元化刺激了人工智慧應用程式和軟體在各種流程中的採用,例如為客戶提供個人化媒體內容、生成字幕以及創建獨特的編輯工具和過濾器。

細分市場前景

全球媒體和娛樂市場的人工智慧按類型和技術進行細分。根據解決方案,市場被細分為硬體/設備和服務。根據應用,市場細分為遊戲、體育自動製作、銷售和行銷、內容捕獲、個人化等。在這些應用程式中,由於對更好、更正確地理解客戶行為模式以及利用反饋來創建引人注目的內容的需求不斷增加,預計銷售和行銷細分市場將佔據相當大的市場佔有率。例如,2023年5月,根據martech的一份調查報告顯示,73.0%的行銷主管已經在使用生成式人工智慧進行B2B和B2C行銷。不同行業的企業使用人工智慧進行行銷。娛樂和媒體產業可以透過與人工智慧顧問公司合作來簡化其銷售和行銷策略而受益匪淺。

預計遊戲細分市場將在全球媒體和娛樂市場人工智慧中佔據相當大的佔有率

其中,遊戲細分領域預計將在全球媒體和娛樂人工智慧市場中佔據相當大的佔有率。該細分市場的成長歸因於全球擴增實境和虛擬實境遊戲的日益普及和需求。人工智慧專家透過使用先進的模型創建互動式虛擬世界來實現這一目標。這些遊戲由機器學習演算法支持,以增強玩家的體驗並增加獲勝的難度。這讓他們對遊戲及其不斷變化的內容著迷。因此,該公司正在專注於市場上基於人工智慧的遊戲的開發。例如,2023 年 6 月,MoonlanderAI 宣布發布其人工智慧平台,用於建立沉浸式 3D 遊戲和體驗。該平台利用更新的大語言模型 (LLM)、機器學習演算法和生成擴散模型來簡化遊戲開發流程。目標是讓開發人員能夠輕鬆設計和產生高品質的沉浸式體驗、3D 環境、機制和動畫。它包括「text-2-game」功能,幾乎任何人都可以根據文字描述開發 3D 遊戲。

區域展望

全球媒體和娛樂市場的人工智慧會根據地理位置進一步細分,包括北美(美國和加拿大)、歐洲(英國、義大利、西班牙、德國、法國和歐洲其他地區)、亞太地區(印度、中國、日本、韓國和亞洲其他地區)以及世界其他地區(中東和非洲以及拉丁美洲)。其中,由於該地區公司的合作、合併和其他投資活動不斷增加,預計亞太地區將在全球市場中佔據顯著佔有率。例如,2023 年 3 月,AI 和其他技術賦能的遊戲公司 Metagame Industries 宣布與 Mysten Labs Company 合作推出一款新的線上動作電玩遊戲,具有角色扮演功能的 Abyss World。

北美地區全球媒體和娛樂市場人工智慧預計將以顯著的CAGR成長

在所有地區中,北美地區預計在預測期內將以相當大的CAGR成長。區域成長歸因於公司產品推出和投資活動的增加。例如,2023 年 5 月,NVIDIA 宣布推出一項新穎的 AI 技術,旨在豐富遊戲體驗。該技術旨在豐富敘事和對話沉浸感,從而營造出引人入勝的遊戲氛圍。這項新穎的解決方案名為 NVIDIA ACE for Games,將生成式 AI 順利地融入遊戲環境中。它主要致力於將不可玩角色 (NPC) 進化為複雜的實體,能夠超越預設互動的限制與玩家進行流暢的對話。

市場參與者展望

服務於媒體和娛樂市場人工智慧的主要公司包括: AISportsWatch GmbH、AutomaticTV、EMG Group Plc、EVS Broadcast Equipment SA、Gearhouse Group.等。市場參與者透過各種策略(包括併購、合作、合作、融資和新產品發布),為市場成長做出了巨大貢獻,以保持市場競爭力。例如,2023 年 9 月,Quickplay 宣布與 Google Cloud 合作,利用生成式 AI 的力量,為媒體和娛樂產業的消費者參與、滿意度和貨幣化創造新的機會。 Quickplay 與 Google Cloud 的合作旨在釋放大量機會,提高消費者滿意度和利潤。其中包括增強廣告活動、最佳廣告插入點、用於增強發現的深度元資料、推薦、自動剪輯/精彩片段生成、多長度摘要、字幕翻譯、對話內容發現等。

報告涵蓋:

  • 2022年市場價​​值資料分析及2030年預測。
  • 每個細分市場的年化市場收入(百萬美元)。
  • 主要地理區域的國家分析。
  • 全球人工智慧媒體和娛樂市場的主要營運公司。根據現有資料,報告中還提供了與新產品發布相關的資訊以及相關新聞。
  • 透過確定未來強勁成長的關鍵細分市場來分析業務策略。
  • 市場進入和市場擴張策略分析。
  • 透過識別市場中「誰的立場」來制定競爭策略。

目錄

第 1 章:報告摘要

  • 目前行業分析及成長潛力展望
  • 研究方法和工具
  • 市場區隔
    • 按細分
    • 按地區

第 2 章:市場概述與見解

  • 報告範圍
  • 分析師見解和當前市場趨勢
    • 主要發現
    • 建議
    • 結論

第 3 章:競爭格局

  • 主要公司分析
  • Agile Sports Technologies, Inc. (Hudl )
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Amazon Web Services, Inc.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • IBM Corp.
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • 關鍵策略分析

第 4 章:市場細分

  • 全球媒體和娛樂市場人工智慧解決方案
    • 硬體/設備
    • 服務
  • 全球媒體與娛樂市場人工智慧應用
    • 賭博
    • 體育自動製作(影片製作、廣播、直播和分析)
    • 銷售和行銷
    • 內容捕捉
    • 個人化
    • 其他(人才辨識、假故事辨識、抄襲檢測)

第 5 章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第 6 章:公司簡介

  • 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)