AI In Media & Entertainment Market Size to Worth Around USD 149.9 Billion By 2032

The AI in media & entertainment market size was estimated at US$ 13.8 billion in 2022 it is predicted to grow at a CAGR of 26.94% from 2023 to 2032 to reach around US$ 149.9 billion by the end of 2032.

The AI in media & entertainment market report offers an exclusive study of the present state expected at the market dynamics, opportunities, market scheme, growth analysis and regional outlook. The report presents energetic visions to conclude and study the market size, market aspiration, and competitive environment. The research also focuses on the important achievements of the market, research & development, and regional (country by country) growth of the leading vendors operating in the market

The study offers intricate dynamics about different aspects of the global AI in media & entertainment market, which aids companies operating in the market in making strategies development decisions. The study also elaborates on remarkable changes that are highly anticipated to configure growth of the global AI in media & entertainment market during the forecast period. It also includes a key indicator analysis that highlights growth prospects of this market and approximate statistics related to growth of the market in terms of value (US$ Bn) and volume (tons).

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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

This study covers an elaborate segmentation of the global AI in media & entertainment market, along with important information and a competition outlook. The report mentions company profiles of players that are currently influence the global AI in media & entertainment market, wherein various developments, expansions, and winning strategies practiced and execute by leading players have been presented in detail.

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

Research Methodology

The research methodology acquire by analysts for assemble the global AI in media & entertainment market report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.

During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.

For secondary research, analysts study numerous annual report declaration, white papers, market association declaration, and company websites to obtain the necessary understanding of the global AI in media & entertainment market.

TABLE OF CONTENT

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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