AI In Media & Entertainment Market (By Solution: Hardware/Equipment, Services; By Application: Gaming, Personalization) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

The global AI in media & entertainment market was valued at USD 13.8 billion in 2022 and it is predicted to surpass around USD 149.9 billion by 2032 with a CAGR of 26.94% from 2023 to 2032.

AI In Media & Entertainment Market Size 2023 to 2032

Key Pointers

  • The service segment dominated the artificial intelligence in media & entertainment market in 2022 with a revenue share of 59.26%. 
  • The hardware segment is projected to expand with a prominent growth rate over the forecast period. 
  • The sales and marketing segment dominated the market in 2021 with a revenue share of 21.78%.
  • The video production segment led the market in 2022. 
  • The North America region dominated the market in 2022 and accounted for the maximum share of more than 38.07% of the overall revenue.

Report Scope of the AI In Media & Entertainment Market

Report Coverage Details
Market Size in 2022 USD 13.8 billion
Revenue Forecast by 2032 USD 149.9 billion
Growth rate from 2023 to 2032 CAGR of 26.94%
Base Year 2022
Forecast Period 2023 to 2032
Market Analysis (Terms Used) Value (US$ Million/Billion) or (Volume/Units)
Regions Covered North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Covered Amazon Web Services, Inc.; 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

 

Artificial intelligence (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. The increasing popularity of virtual creation in the media and entertainment business, and its ability to create high-definition graphics and real-time virtual worlds, are the key factor driving the market.

Also, favorable government initiatives are expected to impact industry growth positively. AI systems are used to recognize objects and behaviors in sporting events. It can also use drone footage to provide broadcasts that include engaging material and in-depth sports analysis. For example, in a football match, AI-generated live footage may capture the adrenaline-fueled action and the players' and fans' responses after each score. Visuals used in the live broadcast of a match should contribute to the construction of an engaging story. Companies use AI to create more tailored services for users by endorsing personalized content following their tastes when users browse a video site and robustness for users with varying Internet speeds and bandwidths.

For instance, a prominent platform, Netflix has implemented AI technology aiming to create a superior personalized experience for its subscribed consumers. This AI-empowered system will automatically accomplish several machine learning pipelines that offer shows/movies/program recommendations. The media and entertainment business is witnessing unparalleled disruption. From rapid adoption of connected devices and sensitive expectations from customers to ongoing competition from internet video streaming providers and social media, several powerful forces are shapeshifting the media and entertainment industry landscape.

The integration of AI takes analytics to the next level by applying machine learning algorithms and natural language processing to make sense of vast quantities of data, over 80 percent of which is unstructured. They can help companies leverage building blocks, such as dialog capabilities, visual recognition, sentiment analysis, personality insights, and tone analysis, to help drive competitive benefits. The North America region is projected to dominate the market and offers significant opportunities for industry expansion as substantial investments are being made in AI projects and related R&D activities.

For instance, in June 2020, the developed version of Unreal Engine 4.25, a play station software by Epic Games, Inc., was upgraded and the advanced version was launched. An unreal engine is a VFX software implemented for designing, pre-visualizing, and visual editing effects in a real-time situation. In addition, increasing efforts made by film-making companies, for example, 20th century Fox used IBM’s AI system, Watson, to create a trailer for the horror movie “Morgan”.

AI In Media & Entertainment Market Segmentations:

By Solution By Application

Hardware/Equipment

Services

Gaming

Fake Story Detection

Plagiarism Detection

Personalization

Production Planning & Management

Sales & Marketing

Talent Identification

Content Capture

Sports Automatic Productions

Frequently Asked Questions

The global AI in media & entertainment market size was reached at USD 13.8 billion in 2022 and it is projected to hit around USD 149.9 billion by 2032.

The global AI in media & entertainment market is growing at a compound annual growth rate (CAGR) of 26.94% from 2023 to 2032.

The North America region has accounted for the largest AI in media & entertainment market share in 2022.

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on AI In Media & Entertainment Market 

5.1. COVID-19 Landscape: AI In Media & Entertainment Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

Chapter 6. Market Dynamics Analysis and Trends

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global AI In Media & Entertainment Market, By Solution

8.1. AI In Media & Entertainment Market, by Solution, 2023-2032

8.1.1. Hardware/Equipment

8.1.1.1. Market Revenue and Forecast (2020-2032)

8.1.2. Services

8.1.2.1. Market Revenue and Forecast (2020-2032)

Chapter 9. Global AI In Media & Entertainment Market, By Application

9.1. AI In Media & Entertainment Market, by Application, 2023-2032

9.1.1. Gaming

9.1.1.1. Market Revenue and Forecast (2020-2032)

9.1.2. Fake Story Detection

9.1.2.1. Market Revenue and Forecast (2020-2032)

9.1.3. Plagiarism Detection

9.1.3.1. Market Revenue and Forecast (2020-2032)

9.1.4. Personalization

9.1.4.1. Market Revenue and Forecast (2020-2032)

9.1.5. Production Planning & Management

9.1.5.1. Market Revenue and Forecast (2020-2032)

9.1.6. Sales & Marketing

9.1.6.1. Market Revenue and Forecast (2020-2032)

9.1.7. Talent Identification

9.1.7.1. Market Revenue and Forecast (2020-2032)

9.1.8. Content Capture

9.1.8.1. Market Revenue and Forecast (2020-2032)

9.1.9. Sports Automatic Productions

9.1.9.1. Market Revenue and Forecast (2020-2032)

Chapter 10. Global AI In Media & Entertainment Market, Regional Estimates and Trend Forecast

10.1. North America

10.1.1. Market Revenue and Forecast, by Solution (2020-2032)

10.1.2. Market Revenue and Forecast, by Application (2020-2032)

10.1.3. U.S.

10.1.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.1.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.1.4. Rest of North America

10.1.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.1.4.2. Market Revenue and Forecast, by Application (2020-2032)

10.2. Europe

10.2.1. Market Revenue and Forecast, by Solution (2020-2032)

10.2.2. Market Revenue and Forecast, by Application (2020-2032)

10.2.3. UK

10.2.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.2.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.2.4. Germany

10.2.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.2.4.2. Market Revenue and Forecast, by Application (2020-2032)

10.2.5. France

10.2.5.1. Market Revenue and Forecast, by Solution (2020-2032)

10.2.5.2. Market Revenue and Forecast, by Application (2020-2032)

10.2.6. Rest of Europe

10.2.6.1. Market Revenue and Forecast, by Solution (2020-2032)

10.2.6.2. Market Revenue and Forecast, by Application (2020-2032)

10.3. APAC

10.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.3.3. India

10.3.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.3.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.3.4. China

10.3.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.3.4.2. Market Revenue and Forecast, by Application (2020-2032)

10.3.5. Japan

10.3.5.1. Market Revenue and Forecast, by Solution (2020-2032)

10.3.5.2. Market Revenue and Forecast, by Application (2020-2032)

10.3.6. Rest of APAC

10.3.6.1. Market Revenue and Forecast, by Solution (2020-2032)

10.3.6.2. Market Revenue and Forecast, by Application (2020-2032)

10.4. MEA

10.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.4.2. Market Revenue and Forecast, by Application (2020-2032)

10.4.3. GCC

10.4.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.4.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.4.4. North Africa

10.4.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.4.4.2. Market Revenue and Forecast, by Application (2020-2032)

10.4.5. South Africa

10.4.5.1. Market Revenue and Forecast, by Solution (2020-2032)

10.4.5.2. Market Revenue and Forecast, by Application (2020-2032)

10.4.6. Rest of MEA

10.4.6.1. Market Revenue and Forecast, by Solution (2020-2032)

10.4.6.2. Market Revenue and Forecast, by Application (2020-2032)

10.5. Latin America

10.5.1. Market Revenue and Forecast, by Solution (2020-2032)

10.5.2. Market Revenue and Forecast, by Application (2020-2032)

10.5.3. Brazil

10.5.3.1. Market Revenue and Forecast, by Solution (2020-2032)

10.5.3.2. Market Revenue and Forecast, by Application (2020-2032)

10.5.4. Rest of LATAM

10.5.4.1. Market Revenue and Forecast, by Solution (2020-2032)

10.5.4.2. Market Revenue and Forecast, by Application (2020-2032)

Chapter 11. Company Profiles

11.1. Amazon Web Services, Inc.

11.1.1. Company Overview

11.1.2. Product Offerings

11.1.3. Financial Performance

11.1.4. Recent Initiatives

11.2. Gearhouse South Africa PTY Ltd.

11.2.1. Company Overview

11.2.2. Product Offerings

11.2.3. Financial Performance

11.2.4. Recent Initiatives

11.3. Gravity Media

11.3.1. Company Overview

11.3.2. Product Offerings

11.3.3. Financial Performance

11.3.4. Recent Initiatives

11.4. GrayMeta

11.4.1. Company Overview

11.4.2. Product Offerings

11.4.3. Financial Performance

11.4.4. LTE Scientific

11.5. International Business Machines Corp.

11.5.1. Company Overview

11.5.2. Product Offerings

11.5.3. Financial Performance

11.5.4. Recent Initiatives

11.6. LMG, LLC

11.6.1. Company Overview

11.6.2. Product Offerings

11.6.3. Financial Performance

11.6.4. Recent Initiatives

11.7. Matchroom Sport Ltd.

11.7.1. Company Overview

11.7.2. Product Offerings

11.7.3. Financial Performance

11.7.4. Recent Initiatives

11.8. Production Resource Group, L.L.C.

11.8.1. Company Overview

11.8.2. Product Offerings

11.8.3. Financial Performance

11.8.4. Recent Initiatives

11.9. Synthesia Ltd

11.9.1. Company Overview

11.9.2. Product Offerings

11.9.3. Financial Performance

11.9.4. Recent Initiatives

11.10. TAIT

11.10.1. Company Overview

11.10.2. Product Offerings

11.10.3. Financial Performance

11.10.4. Recent Initiatives

Chapter 12. Research Methodology

12.1. Primary Research

12.2. Secondary Research

12.3. Assumptions

Chapter 13. Appendix

13.1. About Us

13.2. Glossary of Terms

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