Artificial Intelligence (AI) in Media and Entertainment

Global Artificial Intelligence (AI) in Media and Entertainment Market to Reach US$89.0 Billion by 2030

The global market for Artificial Intelligence (AI) in Media and Entertainment estimated at US$23.8 Billion in the year 2024, is expected to reach US$89.0 Billion by 2030, growing at a CAGR of 24.5% over the analysis period 2024-2030. Services, one of the segments analyzed in the report, is expected to record a 25.8% CAGR and reach US$60.5 Billion by the end of the analysis period. Growth in the Hardware / Equipment segment is estimated at 22.1% CAGR over the analysis period.

The U.S. Market is Estimated at US$6.6 Billion While China is Forecast to Grow at 23.2% CAGR

The Artificial Intelligence (AI) in Media and Entertainment market in the U.S. is estimated at US$6.6 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$13.3 Billion by the year 2030 trailing a CAGR of 23.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 22.1% and 20.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 16.3% CAGR.

Global Artificial Intelligence (AI) in Media and Entertainment Market – Key Trends & Drivers Summarized

How AI Is Transforming Media and Entertainment from Creation to Consumption

Artificial Intelligence (AI) is reshaping the media and entertainment industry at an unprecedented pace, driving innovation across content creation, distribution, and audience engagement. The traditional linear model of production and consumption is being replaced by AI-powered workflows that automate processes, personalize experiences, and analyze massive datasets in real time. Media houses, streaming platforms, advertising agencies, and gaming companies are leveraging AI to unlock efficiencies, reduce costs, and deliver content that resonates on a deeply individual level. One of the most notable trends is the integration of AI into creative pipelines, where it is used to generate scripts, design visuals, score music, and even animate scenes—augmenting human creativity rather than replacing it.

Simultaneously, AI is transforming how content is curated and delivered. Recommendation engines powered by machine learning have become fundamental to streaming platforms, helping users navigate vast content libraries by offering tailored suggestions based on viewing history, behavior, and contextual signals. This not only enhances user satisfaction but also increases content consumption and platform stickiness. In journalism and publishing, AI is being used to generate news summaries, local updates, and financial reports autonomously, accelerating output and freeing up journalists for more investigative work. As AI technologies continue to mature, their integration with cloud infrastructure and real-time data analytics tools is enabling media organizations to operate with greater agility and responsiveness.

Can AI Personalize the Viewer Experience and Redefine Engagement?

Personalization has become the cornerstone of modern media consumption, and AI is the driving force behind its evolution. From personalized movie trailers to dynamic advertising and AI-curated playlists, media companies are using deep learning algorithms to segment audiences with surgical precision. These models analyze vast amounts of structured and unstructured data—ranging from click behavior and watch time to sentiment expressed on social media—to build comprehensive viewer profiles. As a result, users receive content recommendations, ads, and engagement prompts that feel intuitive, timely, and relevant. This hyper-personalized experience not only boosts retention but also allows media brands to differentiate in a highly saturated marketplace.

AI is also playing a pivotal role in interactive and immersive content experiences. In gaming, real-time AI-driven opponent behaviors, dynamic storytelling, and procedurally generated environments are elevating gameplay and engagement. In virtual concerts, live events, and augmented reality (AR) experiences, AI is being used to simulate crowd reactions, manage visual overlays, and enhance audio-visual interactions. Furthermore, chatbots and virtual influencers—powered by natural language processing—are being employed to extend brand narratives and connect with audiences beyond traditional formats. As media becomes increasingly interactive, AI is enabling a two-way flow of communication, where users are no longer just passive consumers but co-creators and participants in the experience.

How Is AI Revolutionizing Content Production and Monetization?

In the realm of content creation, AI is enabling faster, smarter, and more cost-effective production processes. Scriptwriting assistants analyze successful narratives and suggest plot structures or dialogue lines. AI-powered editing software can automatically select the best scenes, adjust color grading, and optimize audio quality, cutting down post-production time significantly. Visual effects (VFX) studios are using AI to automate complex tasks such as rotoscoping and motion capture enhancement, freeing up artists to focus on more creative aspects of storytelling. In animation, AI can generate entire sequences based on minimal input, reducing turnaround time while maintaining artistic integrity.

On the monetization side, AI is being integrated into programmatic advertising systems that analyze viewer behavior in real time and serve hyper-targeted ads. Dynamic ad insertion, powered by AI, allows broadcasters and streamers to customize commercial breaks based on demographics, geography, and user preferences. AI is also transforming rights management and content licensing through intelligent tagging, cataloging, and usage tracking—helping content owners maximize returns across multiple distribution platforms. In music and publishing, AI tools are enabling artists and authors to better understand audience sentiment and market trends, guiding creative decisions and revenue strategies. This convergence of creativity, analytics, and automation is fueling new business models across the media value chain.

What’s Fueling the Growth in the AI in Media and Entertainment Market?

The growth in the Artificial Intelligence in media and entertainment market is driven by several factors tied to technological advancements, evolving content delivery ecosystems, and increasing consumer demand for personalization. One of the primary growth drivers is the explosive rise in digital content consumption, which has created a need for scalable and intelligent systems to manage content curation, production, and delivery. The proliferation of OTT platforms and mobile-first entertainment has accelerated the deployment of AI-based recommendation engines, viewer behavior analytics, and adaptive streaming technologies.

The integration of AI with real-time video processing, natural language generation, and deepfake technology is enabling the creation of high-quality content at lower costs and with greater efficiency. Meanwhile, the demand for immersive and interactive experiences in gaming, virtual events, and extended reality (XR) platforms is pushing the adoption of AI for real-time personalization, physics simulation, and character modeling. Another significant driver is the increasing application of AI in media analytics, helping companies measure engagement, sentiment, and campaign effectiveness across digital channels. Finally, the need for efficient digital rights management, content moderation, and audience segmentation is reinforcing AI’s role as an essential layer in the monetization and distribution strategy of modern media companies. Together, these trends are propelling the AI in media and entertainment market into a new era of intelligent, dynamic, and data-driven storytelling.

SCOPE OF STUDY:

The report analyzes the Artificial Intelligence (AI) in Media and Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
Solution (Services, Hardware / Equipment); Application (Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection, Other Applications)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 23 Featured) -
  • Amazon Web Services, Inc.
  • GrayMeta, Inc.
  • IBM Corporation
  • Move AI Ltd.
  • Pixellot
  • Spiideo AB
  • Sportway AB
  • Synthesia
  • Valossa Labs Oy
  • Veritone

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs CBob geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA
CHINA
MEXICO
CANADA
EU
JAPAN
INDIA
176 OTHER COUNTRIES.

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I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
Tariff Impact on Global Supply Chain Patterns
Global Economic Update
Artificial Intelligence (AI) in Media and Entertainment – Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
AI-Driven Personalization Spurs Growth in Content Delivery
Automation of Video Editing Enhances Production Efficiencies
Focus on Consumer Engagement Leads to AI Integration into Advertising
Growth of AI-Powered Music Composition Expands Creative Boundaries
Natural Language Processing for Script Writing Accelerates Creative Developments
AI in Game Development Propels Immersive Gaming Experiences
Machine Learning Algorithms Enhance Performance of Recommendation Engines
Deep Learning in Visual Effects (VFX) Strengthens Movie Production Capabilities
AI-Driven Analytics in Audience Insights Generate Precise Marketing Strategies
Voice Recognition Technology Expands Interactivity in Media Platforms
AI Revolutionizes Translation, Dubbing, and Subtitling. Here’s How
Impact of AI on Traditional Media and Entertainment Jobs
AI-Enabled Virtual Reality Experiences Propel Next-Generation Entertainment
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Artificial Intelligence (AI) in Media and Entertainment Market Analysis of Annual Sales in US$ Million for Years 2021 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 4: World 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2021, 2025 & 2030
TABLE 5: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 6: World Historic Review for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 7: World 9-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Hardware / Equipment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World Historic Review for Hardware / Equipment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 10: World 9-Year Perspective for Hardware / Equipment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 11: World Recent Past, Current & Future Analysis for Sales & Marketing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 12: World Historic Review for Sales & Marketing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 13: World 9-Year Perspective for Sales & Marketing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World Historic Review for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 16: World 9-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 17: World Recent Past, Current & Future Analysis for Personalization by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 18: World Historic Review for Personalization by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 19: World 9-Year Perspective for Personalization by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Production Planning & Management by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World Historic Review for Production Planning & Management by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 22: World 9-Year Perspective for Production Planning & Management by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 23: World Recent Past, Current & Future Analysis for Plagiarism Detection by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 24: World Historic Review for Plagiarism Detection by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 25: World 9-Year Perspective for Plagiarism Detection by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 26: World Recent Past, Current & Future Analysis for Fake Story Detection by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 27: World Historic Review for Fake Story Detection by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 28: World 9-Year Perspective for Fake Story Detection by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
TABLE 29: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 30: World Historic Review for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 31: World 9-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2021, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 32: USA Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 33: USA Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 34: USA 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 35: USA Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 36: USA Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 37: USA 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
CANADA
TABLE 38: Canada Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: Canada Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 40: Canada 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 41: Canada Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 42: Canada Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 43: Canada 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
JAPAN
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 44: Japan Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: Japan Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 46: Japan 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 47: Japan Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 48: Japan Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 49: Japan 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
CHINA
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 50: China Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: China Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 52: China 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 53: China Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 54: China Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 55: China 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
EUROPE
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 56: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 57: Europe Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 58: Europe 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2021, 2025 & 2030
TABLE 59: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 60: Europe Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 61: Europe 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 62: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Europe Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 64: Europe 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
FRANCE
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 65: France Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 66: France Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 67: France 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 68: France Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: France Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 70: France 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
GERMANY
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 71: Germany Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 72: Germany Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 73: Germany 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 74: Germany Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: Germany Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 76: Germany 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
ITALY
TABLE 77: Italy Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 78: Italy Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 79: Italy 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 80: Italy Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: Italy Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 82: Italy 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
UNITED KINGDOM
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 83: UK Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 84: UK Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 85: UK 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 86: UK Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: UK Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 88: UK 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
REST OF EUROPE
TABLE 89: Rest of Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 90: Rest of Europe Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 91: Rest of Europe 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Rest of Europe Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 94: Rest of Europe 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
ASIA-PACIFIC
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 95: Asia-Pacific Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 96: Asia-Pacific Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 97: Asia-Pacific 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 99: Asia-Pacific Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 100: Asia-Pacific 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
REST OF WORLD
TABLE 101: Rest of World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 102: Rest of World Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Solution - Services and Hardware / Equipment Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 103: Rest of World 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Solution - Percentage Breakdown of Value Sales for Services and Hardware / Equipment for the Years 2021, 2025 & 2030
TABLE 104: Rest of World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 105: Rest of World Historic Review for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications Markets - Independent Analysis of Annual Sales in US$ Million for Years 2021 through 2023 and % CAGR
TABLE 106: Rest of World 9-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Sales for Sales & Marketing, Gaming, Personalization, Production Planning & Management, Plagiarism Detection, Fake Story Detection and Other Applications for the Years 2021, 2025 & 2030
IV. COMPETITION

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