The global AIGC in Entertainment Field 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 AIGC in Entertainment Field 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 AIGC in Entertainment Field 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 AIGC in Entertainment Field in To Business 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 AIGC in Entertainment Field include OpenAI, Google, Copy AI, Stability.AI, Jasper AI, Notion AI, Stable AI, Midjourney and Langboat, 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 AIGC in Entertainment Field, 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 AIGC in Entertainment Field.
The AIGC in Entertainment Field 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 AIGC in Entertainment Field 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 AIGC in Entertainment Field 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
OpenAI
Google
Copy AI
Stability.AI
Jasper AI
Notion AI
Stable AI
Midjourney
Langboat
Microsoft
Amazon
IBM
Segment by Type
Makeups
Virtual Internet Celebrity
Idol Development
Segment by Application
To Business
To Customer
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 AIGC in Entertainment Field 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.
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1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global AIGC in Entertainment Field Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Makeups
1.2.3 Virtual Internet Celebrity
1.2.4 Idol Development
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global AIGC in Entertainment Field Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 To Business
1.3.3 To Customer
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global AIGC in Entertainment Field Âé¶¹Ô´´ Perspective (2018-2029)
2.2 AIGC in Entertainment Field Growth Trends by Region
2.2.1 Global AIGC in Entertainment Field Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 AIGC in Entertainment Field Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 AIGC in Entertainment Field Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 AIGC in Entertainment Field Âé¶¹Ô´´ Dynamics
2.3.1 AIGC in Entertainment Field Industry Trends
2.3.2 AIGC in Entertainment Field Âé¶¹Ô´´ Drivers
2.3.3 AIGC in Entertainment Field Âé¶¹Ô´´ Challenges
2.3.4 AIGC in Entertainment Field Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top AIGC in Entertainment Field Players by Revenue
3.1.1 Global Top AIGC in Entertainment Field Players by Revenue (2018-2023)
3.1.2 Global AIGC in Entertainment Field Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global AIGC in Entertainment Field Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by AIGC in Entertainment Field Revenue
3.4 Global AIGC in Entertainment Field Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global AIGC in Entertainment Field Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by AIGC in Entertainment Field Revenue in 2022
3.5 AIGC in Entertainment Field Key Players Head office and Area Served
3.6 Key Players AIGC in Entertainment Field Product Solution and Service
3.7 Date of Enter into AIGC in Entertainment Field Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 AIGC in Entertainment Field Breakdown Data by Type
4.1 Global AIGC in Entertainment Field Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global AIGC in Entertainment Field Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 AIGC in Entertainment Field Breakdown Data by Application
5.1 Global AIGC in Entertainment Field Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global AIGC in Entertainment Field Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America AIGC in Entertainment Field Âé¶¹Ô´´ Size (2018-2029)
6.2 North America AIGC in Entertainment Field Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe AIGC in Entertainment Field Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe AIGC in Entertainment Field Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe AIGC in Entertainment Field 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 AIGC in Entertainment Field Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific AIGC in Entertainment Field Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific AIGC in Entertainment Field Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific AIGC in Entertainment Field 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 AIGC in Entertainment Field Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America AIGC in Entertainment Field Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa AIGC in Entertainment Field Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa AIGC in Entertainment Field Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa AIGC in Entertainment Field Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 OpenAI
11.1.1 OpenAI Company Detail
11.1.2 OpenAI Business Overview
11.1.3 OpenAI AIGC in Entertainment Field Introduction
11.1.4 OpenAI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.1.5 OpenAI Recent Development
11.2 Google
11.2.1 Google Company Detail
11.2.2 Google Business Overview
11.2.3 Google AIGC in Entertainment Field Introduction
11.2.4 Google Revenue in AIGC in Entertainment Field Business (2018-2023)
11.2.5 Google Recent Development
11.3 Copy AI
11.3.1 Copy AI Company Detail
11.3.2 Copy AI Business Overview
11.3.3 Copy AI AIGC in Entertainment Field Introduction
11.3.4 Copy AI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.3.5 Copy AI Recent Development
11.4 Stability.AI
11.4.1 Stability.AI Company Detail
11.4.2 Stability.AI Business Overview
11.4.3 Stability.AI AIGC in Entertainment Field Introduction
11.4.4 Stability.AI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.4.5 Stability.AI Recent Development
11.5 Jasper AI
11.5.1 Jasper AI Company Detail
11.5.2 Jasper AI Business Overview
11.5.3 Jasper AI AIGC in Entertainment Field Introduction
11.5.4 Jasper AI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.5.5 Jasper AI Recent Development
11.6 Notion AI
11.6.1 Notion AI Company Detail
11.6.2 Notion AI Business Overview
11.6.3 Notion AI AIGC in Entertainment Field Introduction
11.6.4 Notion AI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.6.5 Notion AI Recent Development
11.7 Stable AI
11.7.1 Stable AI Company Detail
11.7.2 Stable AI Business Overview
11.7.3 Stable AI AIGC in Entertainment Field Introduction
11.7.4 Stable AI Revenue in AIGC in Entertainment Field Business (2018-2023)
11.7.5 Stable AI Recent Development
11.8 Midjourney
11.8.1 Midjourney Company Detail
11.8.2 Midjourney Business Overview
11.8.3 Midjourney AIGC in Entertainment Field Introduction
11.8.4 Midjourney Revenue in AIGC in Entertainment Field Business (2018-2023)
11.8.5 Midjourney Recent Development
11.9 Langboat
11.9.1 Langboat Company Detail
11.9.2 Langboat Business Overview
11.9.3 Langboat AIGC in Entertainment Field Introduction
11.9.4 Langboat Revenue in AIGC in Entertainment Field Business (2018-2023)
11.9.5 Langboat Recent Development
11.10 Microsoft
11.10.1 Microsoft Company Detail
11.10.2 Microsoft Business Overview
11.10.3 Microsoft AIGC in Entertainment Field Introduction
11.10.4 Microsoft Revenue in AIGC in Entertainment Field Business (2018-2023)
11.10.5 Microsoft Recent Development
11.11 Amazon
11.11.1 Amazon Company Detail
11.11.2 Amazon Business Overview
11.11.3 Amazon AIGC in Entertainment Field Introduction
11.11.4 Amazon Revenue in AIGC in Entertainment Field Business (2018-2023)
11.11.5 Amazon Recent Development
11.12 IBM
11.12.1 IBM Company Detail
11.12.2 IBM Business Overview
11.12.3 IBM AIGC in Entertainment Field Introduction
11.12.4 IBM Revenue in AIGC in Entertainment Field Business (2018-2023)
11.12.5 IBM 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
OpenAI
Google
Copy AI
Stability.AI
Jasper AI
Notion AI
Stable AI
Midjourney
Langboat
Microsoft
Amazon
IBM
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*If Applicable.