Artificial intelligenceÌý(AI) uses in gameplay, fake story recognition, plagiarized detection, production planning and management, personalization, sales and marketing, talent finding, and other fields is propelling the rise of the global AI in the media and entertainment sector.
Highlights
The global AI In Media and Entertainment market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for AI In Media and Entertainment is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for AI In Media and Entertainment is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for AI In Media and Entertainment in Gaming is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of AI In Media and Entertainment include Amazon Web Services, Inc., EMG, Gearhouse South Africa Pty. Ltd., Gravity Media, GrayMeta, International Business Machines Corp., LMG, LLC, Matchroom Sport Ltd. and Production Resource Group, L.L.C., etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for AI In Media and Entertainment, 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 AI In Media and Entertainment.
The AI In Media and Entertainment market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global AI In Media and Entertainment market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the AI In Media and Entertainment companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV
Segment by Type
Hardware/Equipment
Services
Segment by Application
Gaming
Plagiarism Detection
Personalization
Sales & Âé¶¹Ô´´ing
Talent Identification
Content Capture
Sports Automatic Productions
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of AI In Media and Entertainment companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global AI In Media and Entertainment Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Hardware/Equipment
1.2.3 Services
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global AI In Media and Entertainment Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Gaming
1.3.3 Plagiarism Detection
1.3.4 Personalization
1.3.5 Sales & Âé¶¹Ô´´ing
1.3.6 Talent Identification
1.3.7 Content Capture
1.3.8 Sports Automatic Productions
1.3.9 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global AI In Media and Entertainment Âé¶¹Ô´´ Perspective (2018-2029)
2.2 AI In Media and Entertainment Growth Trends by Region
2.2.1 Global AI In Media and Entertainment Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 AI In Media and Entertainment Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 AI In Media and Entertainment Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 AI In Media and Entertainment Âé¶¹Ô´´ Dynamics
2.3.1 AI In Media and Entertainment Industry Trends
2.3.2 AI In Media and Entertainment Âé¶¹Ô´´ Drivers
2.3.3 AI In Media and Entertainment Âé¶¹Ô´´ Challenges
2.3.4 AI In Media and Entertainment Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top AI In Media and Entertainment Players by Revenue
3.1.1 Global Top AI In Media and Entertainment Players by Revenue (2018-2023)
3.1.2 Global AI In Media and Entertainment Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global AI In Media and Entertainment Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by AI In Media and Entertainment Revenue
3.4 Global AI In Media and Entertainment Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global AI In Media and Entertainment Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by AI In Media and Entertainment Revenue in 2022
3.5 AI In Media and Entertainment Key Players Head office and Area Served
3.6 Key Players AI In Media and Entertainment Product Solution and Service
3.7 Date of Enter into AI In Media and Entertainment Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 AI In Media and Entertainment Breakdown Data by Type
4.1 Global AI In Media and Entertainment Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global AI In Media and Entertainment Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 AI In Media and Entertainment Breakdown Data by Application
5.1 Global AI In Media and Entertainment Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global AI In Media and Entertainment Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America AI In Media and Entertainment Âé¶¹Ô´´ Size (2018-2029)
6.2 North America AI In Media and Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe AI In Media and Entertainment Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe AI In Media and Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific AI In Media and Entertainment Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific AI In Media and Entertainment Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific AI In Media and Entertainment Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific AI In Media and Entertainment Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America AI In Media and Entertainment Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America AI In Media and Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa AI In Media and Entertainment Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa AI In Media and Entertainment Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa AI In Media and Entertainment Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Amazon Web Services, Inc.
11.1.1 Amazon Web Services, Inc. Company Detail
11.1.2 Amazon Web Services, Inc. Business Overview
11.1.3 Amazon Web Services, Inc. AI In Media and Entertainment Introduction
11.1.4 Amazon Web Services, Inc. Revenue in AI In Media and Entertainment Business (2018-2023)
11.1.5 Amazon Web Services, Inc. Recent Development
11.2 EMG
11.2.1 EMG Company Detail
11.2.2 EMG Business Overview
11.2.3 EMG AI In Media and Entertainment Introduction
11.2.4 EMG Revenue in AI In Media and Entertainment Business (2018-2023)
11.2.5 EMG Recent Development
11.3 Gearhouse South Africa Pty. Ltd.
11.3.1 Gearhouse South Africa Pty. Ltd. Company Detail
11.3.2 Gearhouse South Africa Pty. Ltd. Business Overview
11.3.3 Gearhouse South Africa Pty. Ltd. AI In Media and Entertainment Introduction
11.3.4 Gearhouse South Africa Pty. Ltd. Revenue in AI In Media and Entertainment Business (2018-2023)
11.3.5 Gearhouse South Africa Pty. Ltd. Recent Development
11.4 Gravity Media
11.4.1 Gravity Media Company Detail
11.4.2 Gravity Media Business Overview
11.4.3 Gravity Media AI In Media and Entertainment Introduction
11.4.4 Gravity Media Revenue in AI In Media and Entertainment Business (2018-2023)
11.4.5 Gravity Media Recent Development
11.5 GrayMeta
11.5.1 GrayMeta Company Detail
11.5.2 GrayMeta Business Overview
11.5.3 GrayMeta AI In Media and Entertainment Introduction
11.5.4 GrayMeta Revenue in AI In Media and Entertainment Business (2018-2023)
11.5.5 GrayMeta Recent Development
11.6 International Business Machines Corp.
11.6.1 International Business Machines Corp. Company Detail
11.6.2 International Business Machines Corp. Business Overview
11.6.3 International Business Machines Corp. AI In Media and Entertainment Introduction
11.6.4 International Business Machines Corp. Revenue in AI In Media and Entertainment Business (2018-2023)
11.6.5 International Business Machines Corp. Recent Development
11.7 LMG, LLC
11.7.1 LMG, LLC Company Detail
11.7.2 LMG, LLC Business Overview
11.7.3 LMG, LLC AI In Media and Entertainment Introduction
11.7.4 LMG, LLC Revenue in AI In Media and Entertainment Business (2018-2023)
11.7.5 LMG, LLC Recent Development
11.8 Matchroom Sport Ltd.
11.8.1 Matchroom Sport Ltd. Company Detail
11.8.2 Matchroom Sport Ltd. Business Overview
11.8.3 Matchroom Sport Ltd. AI In Media and Entertainment Introduction
11.8.4 Matchroom Sport Ltd. Revenue in AI In Media and Entertainment Business (2018-2023)
11.8.5 Matchroom Sport Ltd. Recent Development
11.9 Production Resource Group, L.L.C.
11.9.1 Production Resource Group, L.L.C. Company Detail
11.9.2 Production Resource Group, L.L.C. Business Overview
11.9.3 Production Resource Group, L.L.C. AI In Media and Entertainment Introduction
11.9.4 Production Resource Group, L.L.C. Revenue in AI In Media and Entertainment Business (2018-2023)
11.9.5 Production Resource Group, L.L.C. Recent Development
11.10 Synthesia Ltd.
11.10.1 Synthesia Ltd. Company Detail
11.10.2 Synthesia Ltd. Business Overview
11.10.3 Synthesia Ltd. AI In Media and Entertainment Introduction
11.10.4 Synthesia Ltd. Revenue in AI In Media and Entertainment Business (2018-2023)
11.10.5 Synthesia Ltd. Recent Development
11.11 TAIT
11.11.1 TAIT Company Detail
11.11.2 TAIT Business Overview
11.11.3 TAIT AI In Media and Entertainment Introduction
11.11.4 TAIT Revenue in AI In Media and Entertainment Business (2018-2023)
11.11.5 TAIT Recent Development
11.12 Valossa Labs Ltd.
11.12.1 Valossa Labs Ltd. Company Detail
11.12.2 Valossa Labs Ltd. Business Overview
11.12.3 Valossa Labs Ltd. AI In Media and Entertainment Introduction
11.12.4 Valossa Labs Ltd. Revenue in AI In Media and Entertainment Business (2018-2023)
11.12.5 Valossa Labs Ltd. Recent Development
11.13 Veritone, Inc.
11.13.1 Veritone, Inc. Company Detail
11.13.2 Veritone, Inc. Business Overview
11.13.3 Veritone, Inc. AI In Media and Entertainment Introduction
11.13.4 Veritone, Inc. Revenue in AI In Media and Entertainment Business (2018-2023)
11.13.5 Veritone, Inc. Recent Development
11.14 Pixellot
11.14.1 Pixellot Company Detail
11.14.2 Pixellot Business Overview
11.14.3 Pixellot AI In Media and Entertainment Introduction
11.14.4 Pixellot Revenue in AI In Media and Entertainment Business (2018-2023)
11.14.5 Pixellot Recent Development
11.15 PlaySight Interactive Ltd.
11.15.1 PlaySight Interactive Ltd. Company Detail
11.15.2 PlaySight Interactive Ltd. Business Overview
11.15.3 PlaySight Interactive Ltd. AI In Media and Entertainment Introduction
11.15.4 PlaySight Interactive Ltd. Revenue in AI In Media and Entertainment Business (2018-2023)
11.15.5 PlaySight Interactive Ltd. Recent Development
11.16 AISportsWatch GmbH
11.16.1 AISportsWatch GmbH Company Detail
11.16.2 AISportsWatch GmbH Business Overview
11.16.3 AISportsWatch GmbH AI In Media and Entertainment Introduction
11.16.4 AISportsWatch GmbH Revenue in AI In Media and Entertainment Business (2018-2023)
11.16.5 AISportsWatch GmbH Recent Development
11.17 Spiideo
11.17.1 Spiideo Company Detail
11.17.2 Spiideo Business Overview
11.17.3 Spiideo AI In Media and Entertainment Introduction
11.17.4 Spiideo Revenue in AI In Media and Entertainment Business (2018-2023)
11.17.5 Spiideo Recent Development
11.18 Sportway AB
11.18.1 Sportway AB Company Detail
11.18.2 Sportway AB Business Overview
11.18.3 Sportway AB AI In Media and Entertainment Introduction
11.18.4 Sportway AB Revenue in AI In Media and Entertainment Business (2018-2023)
11.18.5 Sportway AB Recent Development
11.19 EVS Broadcast Equipment S.A.
11.19.1 EVS Broadcast Equipment S.A. Company Detail
11.19.2 EVS Broadcast Equipment S.A. Business Overview
11.19.3 EVS Broadcast Equipment S.A. AI In Media and Entertainment Introduction
11.19.4 EVS Broadcast Equipment S.A. Revenue in AI In Media and Entertainment Business (2018-2023)
11.19.5 EVS Broadcast Equipment S.A. Recent Development
11.20 Hudl
11.20.1 Hudl Company Detail
11.20.2 Hudl Business Overview
11.20.3 Hudl AI In Media and Entertainment Introduction
11.20.4 Hudl Revenue in AI In Media and Entertainment Business (2018-2023)
11.20.5 Hudl Recent Development
11.21 Move.ai
11.21.1 Move.ai Company Detail
11.21.2 Move.ai Business Overview
11.21.3 Move.ai AI In Media and Entertainment Introduction
11.21.4 Move.ai Revenue in AI In Media and Entertainment Business (2018-2023)
11.21.5 Move.ai Recent Development
11.22 AutomaticTV
11.22.1 AutomaticTV Company Detail
11.22.2 AutomaticTV Business Overview
11.22.3 AutomaticTV AI In Media and Entertainment Introduction
11.22.4 AutomaticTV Revenue in AI In Media and Entertainment Business (2018-2023)
11.22.5 AutomaticTV Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV
Ìý
Ìý
*If Applicable.