
The global market for Artificial Intelligence in Gaming was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
China and the United States are two leaders in AI industry. On the AI 100 list (2022) released by CB Insights, the number of companies in the United States ranks first, with more than 70 companies, followed by the United Kingdom, with 8 companies on the list. China and Canada both holds 5 companies on the list. According to data from the China Academy of Information and Communications Technology, the scale of China's core artificial intelligence industry reached 楼508 billion in 2022, a year-on-year increase of 18%. From 2013 to November 2022, the cumulative number of patent applications for artificial intelligence inventions in the world reached 729,000, and the cumulative number of applications in China reached 389,000, accounting for 53.4%. However, the Global Artificial Intelligence Innovation Index Report 2021 released by the China Institute of Scientific and Technological Information shows that the overall strength of the United States is still far ahead. The number of artificial intelligence companies in the United States is about 4,670, while China has only 880. China's data center is less than 1/76 of that of the United States.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Artificial Intelligence in Gaming, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Artificial Intelligence in Gaming by region & country, by Type, and by Application.
The Artificial Intelligence in Gaming market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Artificial Intelligence in Gaming.
麻豆原创 Segmentation
By Company
Ubisoft
EA
Tencent
Sony
Microsoft
Playtika
Activision Blizzard
NetEase
Nintendo
Square Enix
Konami
Take-Two Interactive
NCSoft
Google
Baidu
IBM
SAP
Intel
Salesforce
Brighterion
KITT.AI
Segment by Type:
On-Premise
Cloud-based
Segment by Application
PC Gaming
TV Gaming
Smartphone & Tablet Gaming
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Artificial Intelligence in Gaming manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Artificial Intelligence in Gaming in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Artificial Intelligence in Gaming in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 麻豆原创 Overview
1.1 Artificial Intelligence in Gaming Product Introduction
1.2 Global Artificial Intelligence in Gaming 麻豆原创 Size Forecast
1.3 Artificial Intelligence in Gaming 麻豆原创 Trends & Drivers
1.3.1 Artificial Intelligence in Gaming Industry Trends
1.3.2 Artificial Intelligence in Gaming 麻豆原创 Drivers & Opportunity
1.3.3 Artificial Intelligence in Gaming 麻豆原创 Challenges
1.3.4 Artificial Intelligence in Gaming 麻豆原创 Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Artificial Intelligence in Gaming Players Revenue Ranking (2023)
2.2 Global Artificial Intelligence in Gaming Revenue by Company (2019-2024)
2.3 Key Companies Artificial Intelligence in Gaming Manufacturing Base Distribution and Headquarters
2.4 Key Companies Artificial Intelligence in Gaming Product Offered
2.5 Key Companies Time to Begin Mass Production of Artificial Intelligence in Gaming
2.6 Artificial Intelligence in Gaming 麻豆原创 Competitive Analysis
2.6.1 Artificial Intelligence in Gaming 麻豆原创 Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Artificial Intelligence in Gaming Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Artificial Intelligence in Gaming as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 On-Premise
3.1.2 Cloud-based
3.2 Global Artificial Intelligence in Gaming Sales Value by Type
3.2.1 Global Artificial Intelligence in Gaming Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Artificial Intelligence in Gaming Sales Value, by Type (2019-2030)
3.2.3 Global Artificial Intelligence in Gaming Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 PC Gaming
4.1.2 TV Gaming
4.1.3 Smartphone & Tablet Gaming
4.2 Global Artificial Intelligence in Gaming Sales Value by Application
4.2.1 Global Artificial Intelligence in Gaming Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Artificial Intelligence in Gaming Sales Value, by Application (2019-2030)
4.2.3 Global Artificial Intelligence in Gaming Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Artificial Intelligence in Gaming Sales Value by Region
5.1.1 Global Artificial Intelligence in Gaming Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Artificial Intelligence in Gaming Sales Value by Region (2019-2024)
5.1.3 Global Artificial Intelligence in Gaming Sales Value by Region (2025-2030)
5.1.4 Global Artificial Intelligence in Gaming Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Artificial Intelligence in Gaming Sales Value, 2019-2030
5.2.2 North America Artificial Intelligence in Gaming Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Artificial Intelligence in Gaming Sales Value, 2019-2030
5.3.2 Europe Artificial Intelligence in Gaming Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Artificial Intelligence in Gaming Sales Value, 2019-2030
5.4.2 Asia Pacific Artificial Intelligence in Gaming Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Artificial Intelligence in Gaming Sales Value, 2019-2030
5.5.2 South America Artificial Intelligence in Gaming Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Artificial Intelligence in Gaming Sales Value, 2019-2030
5.6.2 Middle East & Africa Artificial Intelligence in Gaming Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Artificial Intelligence in Gaming Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Artificial Intelligence in Gaming Sales Value
6.3 United States
6.3.1 United States Artificial Intelligence in Gaming Sales Value, 2019-2030
6.3.2 United States Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Artificial Intelligence in Gaming Sales Value, 2019-2030
6.4.2 Europe Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Artificial Intelligence in Gaming Sales Value, 2019-2030
6.5.2 China Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.5.3 China Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Artificial Intelligence in Gaming Sales Value, 2019-2030
6.6.2 Japan Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Artificial Intelligence in Gaming Sales Value, 2019-2030
6.7.2 South Korea Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Artificial Intelligence in Gaming Sales Value, 2019-2030
6.8.2 Southeast Asia Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Artificial Intelligence in Gaming Sales Value, 2019-2030
6.9.2 India Artificial Intelligence in Gaming Sales Value by Type (%), 2023 VS 2030
6.9.3 India Artificial Intelligence in Gaming Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Ubisoft
7.1.1 Ubisoft Profile
7.1.2 Ubisoft Main Business
7.1.3 Ubisoft Artificial Intelligence in Gaming Products, Services and Solutions
7.1.4 Ubisoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.1.5 Ubisoft Recent Developments
7.2 EA
7.2.1 EA Profile
7.2.2 EA Main Business
7.2.3 EA Artificial Intelligence in Gaming Products, Services and Solutions
7.2.4 EA Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.2.5 EA Recent Developments
7.3 Tencent
7.3.1 Tencent Profile
7.3.2 Tencent Main Business
7.3.3 Tencent Artificial Intelligence in Gaming Products, Services and Solutions
7.3.4 Tencent Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.3.5 Sony Recent Developments
7.4 Sony
7.4.1 Sony Profile
7.4.2 Sony Main Business
7.4.3 Sony Artificial Intelligence in Gaming Products, Services and Solutions
7.4.4 Sony Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.4.5 Sony Recent Developments
7.5 Microsoft
7.5.1 Microsoft Profile
7.5.2 Microsoft Main Business
7.5.3 Microsoft Artificial Intelligence in Gaming Products, Services and Solutions
7.5.4 Microsoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.5.5 Microsoft Recent Developments
7.6 Playtika
7.6.1 Playtika Profile
7.6.2 Playtika Main Business
7.6.3 Playtika Artificial Intelligence in Gaming Products, Services and Solutions
7.6.4 Playtika Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.6.5 Playtika Recent Developments
7.7 Activision Blizzard
7.7.1 Activision Blizzard Profile
7.7.2 Activision Blizzard Main Business
7.7.3 Activision Blizzard Artificial Intelligence in Gaming Products, Services and Solutions
7.7.4 Activision Blizzard Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.7.5 Activision Blizzard Recent Developments
7.8 NetEase
7.8.1 NetEase Profile
7.8.2 NetEase Main Business
7.8.3 NetEase Artificial Intelligence in Gaming Products, Services and Solutions
7.8.4 NetEase Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.8.5 NetEase Recent Developments
7.9 Nintendo
7.9.1 Nintendo Profile
7.9.2 Nintendo Main Business
7.9.3 Nintendo Artificial Intelligence in Gaming Products, Services and Solutions
7.9.4 Nintendo Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.9.5 Nintendo Recent Developments
7.10 Square Enix
7.10.1 Square Enix Profile
7.10.2 Square Enix Main Business
7.10.3 Square Enix Artificial Intelligence in Gaming Products, Services and Solutions
7.10.4 Square Enix Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.10.5 Square Enix Recent Developments
7.11 Konami
7.11.1 Konami Profile
7.11.2 Konami Main Business
7.11.3 Konami Artificial Intelligence in Gaming Products, Services and Solutions
7.11.4 Konami Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.11.5 Konami Recent Developments
7.12 Take-Two Interactive
7.12.1 Take-Two Interactive Profile
7.12.2 Take-Two Interactive Main Business
7.12.3 Take-Two Interactive Artificial Intelligence in Gaming Products, Services and Solutions
7.12.4 Take-Two Interactive Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.12.5 Take-Two Interactive Recent Developments
7.13 NCSoft
7.13.1 NCSoft Profile
7.13.2 NCSoft Main Business
7.13.3 NCSoft Artificial Intelligence in Gaming Products, Services and Solutions
7.13.4 NCSoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.13.5 NCSoft Recent Developments
7.14 Google
7.14.1 Google Profile
7.14.2 Google Main Business
7.14.3 Google Artificial Intelligence in Gaming Products, Services and Solutions
7.14.4 Google Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.14.5 Google Recent Developments
7.15 Baidu
7.15.1 Baidu Profile
7.15.2 Baidu Main Business
7.15.3 Baidu Artificial Intelligence in Gaming Products, Services and Solutions
7.15.4 Baidu Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.15.5 Baidu Recent Developments
7.16 IBM
7.16.1 IBM Profile
7.16.2 IBM Main Business
7.16.3 IBM Artificial Intelligence in Gaming Products, Services and Solutions
7.16.4 IBM Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.16.5 IBM Recent Developments
7.17 SAP
7.17.1 SAP Profile
7.17.2 SAP Main Business
7.17.3 SAP Artificial Intelligence in Gaming Products, Services and Solutions
7.17.4 SAP Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.17.5 SAP Recent Developments
7.18 Intel
7.18.1 Intel Profile
7.18.2 Intel Main Business
7.18.3 Intel Artificial Intelligence in Gaming Products, Services and Solutions
7.18.4 Intel Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.18.5 Intel Recent Developments
7.19 Salesforce
7.19.1 Salesforce Profile
7.19.2 Salesforce Main Business
7.19.3 Salesforce Artificial Intelligence in Gaming Products, Services and Solutions
7.19.4 Salesforce Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.19.5 Salesforce Recent Developments
7.20 Brighterion
7.20.1 Brighterion Profile
7.20.2 Brighterion Main Business
7.20.3 Brighterion Artificial Intelligence in Gaming Products, Services and Solutions
7.20.4 Brighterion Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.20.5 Brighterion Recent Developments
7.21 KITT.AI
7.21.1 KITT.AI Profile
7.21.2 KITT.AI Main Business
7.21.3 KITT.AI Artificial Intelligence in Gaming Products, Services and Solutions
7.21.4 KITT.AI Artificial Intelligence in Gaming Revenue (US$ Million) & (2019-2024)
7.21.5 KITT.AI Recent Developments
8 Industry Chain Analysis
8.1 Artificial Intelligence in Gaming Industrial Chain
8.2 Artificial Intelligence in Gaming Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Artificial Intelligence in Gaming Sales Model
8.5.2 Sales Channel
8.5.3 Artificial Intelligence in Gaming Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Ubisoft
EA
Tencent
Sony
Microsoft
Playtika
Activision Blizzard
NetEase
Nintendo
Square Enix
Konami
Take-Two Interactive
NCSoft
Google
Baidu
IBM
SAP
Intel
Salesforce
Brighterion
KITT.AI
听
听
*If Applicable.
