AI in media and entertainment Market Share, Size, Trends, Industry Analysis Report, By Solution (Hardware/Equipment, Services), By Application (Gaming, Personalization, Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Others), By Regio

AI in media and entertainment Market Share, Size, Trends, Industry Analysis Report, By Solution (Hardware/Equipment, Services), By Application (Gaming, Personalization, Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Others), By Region, And Segment Forecasts, 2024 - 2032



The global Ai in media and entertainment market size is expected to reach USD 157.04 billion by 2032, according to a new study by Polaris Market Research. The report “AI in media and entertainment Market Share, Size, Trends, Industry Analysis Report, By Solution (Hardware/Equipment, Services), By Application (Gaming, Personalization, Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Others), By Region, And Segment Forecasts, 2024 - 2032” gives a detailed insight into current market dynamics and provides analysis on future market growth.

The market is being propelled forward by the growing popularity of virtual creation within the media and entertainment industry. This surge in popularity is attributed to the capability of virtual creation to generate high-definition graphics and real-time virtual worlds. Content creators in the media and entertainment sector are increasingly leveraging virtual creation technologies to enhance the quality of graphics and create immersive virtual environments in real-time. This trend aligns with the evolving preferences of audiences who seek more visually engaging and interactive content, contributing to the overall advancement and growth of the market.

Media companies are harnessing the advantages of artificial intelligence (AI) to streamline content management across different phases of the content processes. This includes employing smart content analysis and categorization, image tagging, personalization, predictions, text intelligence and analysis, & voice-controlled platforms. AI technology providers collaborate with broadcast companies to integrate AI into programming schedules for optimization.

For instance, the BBC has initiated several initiatives to apply AI and machine learning (ML) to enhance and automate content management. These initiatives have been implemented in live broadcasts and further explored in subsequent segments. The primary focus of these projects is on workflow enhancements, with the goal of achieving time and cost savings in content creation and distribution.

Do you have any questions? Would you like to request a sample or make an inquiry before purchasing this report? Simply click the link below: https://www.polarismarketresearch.com/industry-analysis/ai-in-media-and-entertainment-market/request-for-sample

The increasing adoption of AI-based production infrastructure in the movie studios & TV shows is expected to drive the demand for several hardware components such as motion capture workstations, virtual cameras, simulation cameras, & hardware in the foreseeable future. Furthermore, the growing preference for realistic virtual elements & 3 dimensional designs in movies and video games is likely to contribute to the increased demand for computer graphics cards.

Artificial Intelligence finds application in the industry, particularly in trading, marketing, design, advertisements, & film promotion. SmartAI frameworks are adept at generating comprehensive marketing & advertising solutions. Leveraging AI, predictive analytics accelerates marketing procedures. AI-driven marketing software assists in crafting promotional strategies, meeting audience objectives, & delivering customer solutions. For instance, 'Alibaba Luban' known for its remarkable speed, producing visual designs a faster than the humans. This translates to the creation of 8,000 banners in just one second.

AI in Media and Entertainment Market Report Highlights

Services segment held the largest share, primarily due to lack of trained professionals, and qualified agencies

Sales & marketing segment garnered the largest share, on account rise in marketing activities, design & promotion.

North America dominated the market, due to rise in AI based projects and concerned R&D activities.

The key market players include AISportsWatch, Amazon Web Services, AutomaticTV, EMG, EVS Broadcast Equipment, Gravity Media, GrayMeta, Hudl, LMG, & Move.ai

Polaris Market Research has segmented the AI in media and entertainment market report based on solution, application, and region:

AI in media and entertainment, Solution Outlook (Revenue - USD Billion, 2019 - 2032)

Hardware/Equipment

Services

AI in media and entertainment, Application Outlook (Revenue - USD Billion, 2019 - 2032)

Gaming

Fake Story Detection

Plagiarism Detection

Personalization

Production Planning and Management

Sales and Marketing

Talent Identification

Content Capture

Sports Automatic Productions
  • Video Production
  • Broadcasting & Live Streaming
  • Analytics
AI in media and entertainment, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

North America
  • U.S.
  • Canada
Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
Latin America
  • Argentina
  • Brazil
  • Mexico
Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa


1. Introduction
1.1. Report Description
1.1.1. Objectives of the Study
1.1.2. Market Scope
1.1.3. Assumptions
1.2. Stakeholders
2. Executive Summary
2.1. Market Highlights
3. Research Methodology
3.1. Overview
3.1.1. Data Mining
3.2. Data Sources
3.2.1. Primary Sources
3.2.2. Secondary Sources
4. Global AI in Media and Entertainment Market Insights
4.1. AI in Media and Entertainment Market – Industry Snapshot
4.2. AI in Media and Entertainment Market Dynamics
4.2.1. Drivers and Opportunities
4.2.1.1. Enhanced User Experience
4.2.1.2. Virtual and Augmented Reality
4.2.2. Restraints and Challenges
4.2.2.1. Ethical Concerns
4.3. Porter’s Five Forces Analysis
4.3.1. Bargaining Power of Suppliers (Moderate)
4.3.2. Threats of New Entrants: (Low)
4.3.3. Bargaining Power of Buyers (Moderate)
4.3.4. Threat of Substitute (Moderate)
4.3.5. Rivalry among existing firms (High)
4.4. PESTLE Analysis
4.5. AI in Media and Entertainment Industry trends
4.6. Value Chain Analysis
4.7. COVID-19 Impact Analysis
5. Global AI in Media and Entertainment Market, by Solution
5.1. Key Findings
5.2. Introduction
5.2.1. Global AI in Media and Entertainment, by Solution, 2019-2032 (USD Billion)
5.3. Hardware/Equipment
5.3.1. Global AI in Media and Entertainment Market, by Hardware/Equipment, by Region, 2019-2032 (USD Billion)
5.4. Services
5.4.1. Global AI in Media and Entertainment Market, by Services, by Region, 2019-2032 (USD Billion)
6. Global AI in Media and Entertainment Market, by Application
6.1. Key Findings
6.2. Introduction
6.2.1. Global AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
6.3. Gaming
6.3.1. Global AI in Media and Entertainment Market, by Gaming, by Region, 2019-2032 (USD Billion)
6.4. Fake Story Detection
6.4.1. Global AI in Media and Entertainment Market, by Fake Story Detection, by Region, 2019-2032 (USD Billion)
6.5. Plagiarism Detection
6.5.1. Global AI in Media and Entertainment Market, by Plagiarism Detection, by Region, 2019-2032 (USD Billion)
6.6. Personalization
6.6.1. Global AI in Media and Entertainment Market, by Personalization, by Region, 2019-2032 (USD Billion)
6.7. Production Planning and Management
6.7.1. Global AI in Media and Entertainment Market, by Production Planning and Management, by Region, 2019-2032 (USD Billion)
6.8. Sales and Marketing
6.8.1. Global AI in Media and Entertainment Market, by Sales and Marketing, by Region, 2019-2032 (USD Billion)
6.9. Talent Identification
6.9.1. Global AI in Media and Entertainment Market, by Talent Identification, by Region, 2019-2032 (USD Billion)
6.10. Content Capture
6.10.1. Global AI in Media and Entertainment Market, by Content Capture, by Region, 2019-2032 (USD Billion)
6.11. Sports Automatic Productions
6.11.1. Global AI in Media and Entertainment Market, by Sports Automatic Productions, by Region, 2019-2032 (USD Billion)
6.11.2. Video Production
6.11.2.1. Global AI in Media and Entertainment Market, by Video Production, by Region, 2019-2032 (USD Billion)
6.11.3. Broadcasting & Live Streaming
6.11.3.1. Global AI in Media and Entertainment Market, by Broadcasting & Live Streaming, by Region, 2019-2032 (USD Billion)
6.11.4. Analytics
6.11.4.1. Global AI in Media and Entertainment Market, by Analytics, by Region, 2019-2032 (USD Billion)
7. Global AI in Media and Entertainment Market, by Geography
7.1. Key findings
7.2. Introduction
7.2.1. AI in Media and Entertainment Market Assessment, By Geography, 2019-2032 (USD Billion)
7.3. AI in Media and Entertainment Market – North America
7.3.1. North America: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.3.2. North America: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.3.3. AI in Media and Entertainment Market – U.S.
7.3.3.1. U.S.: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.3.3.2. U.S.: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.3.4. AI in Media and Entertainment Market – Canada
7.3.4.1. Canada: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.3.4.2. Canada: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4. AI in Media and Entertainment Market – Europe
7.4.1. Europe: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.2. Europe: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.3. AI in Media and Entertainment Market – UK
7.4.3.1. UK: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.3.2. UK: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.4. AI in Media and Entertainment Market – France
7.4.4.1. France: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.4.2. France: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.5. AI in Media and Entertainment Market – Germany
7.4.5.1. Germany: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.5.2. Germany: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.6. AI in Media and Entertainment Market – Italy
7.4.6.1. Italy: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.6.2. Italy: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.7. AI in Media and Entertainment Market – Spain
7.4.7.1. Spain: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.7.2. Spain: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.8. AI in Media and Entertainment Market – Netherlands
7.4.8.1. Netherlands: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.8.2. Netherlands: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.4.9. AI in Media and Entertainment Market – Russia
7.4.9.1. Russia: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.4.9.2. Russia: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5. AI in Media and Entertainment Market – Asia Pacific
7.5.1. Asia Pacific: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.2. Asia Pacific: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.3. AI in Media and Entertainment Market – China
7.5.3.1. China: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.3.2. China: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.4. AI in Media and Entertainment Market – India
7.5.4.1. India: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.4.2. India: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.5. AI in Media and Entertainment Market – Malaysia
7.5.5.1. Malaysia: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.5.2. Malaysia: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.6. AI in Media and Entertainment Market – Japan
7.5.6.1. Japan: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.6.2. Japan: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.7. AI in Media and Entertainment Market – Indonesia
7.5.7.1. Indonesia: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.7.2. Indonesia: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.5.8. AI in Media and Entertainment Market – South Korea
7.5.8.1. South Korea: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.5.8.2. South Korea: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.6. AI in Media and Entertainment Market – Middle East & Africa
7.6.1. Middle East & Africa: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.6.2. Middle East & Africa: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.6.3. AI in Media and Entertainment Market – Saudi Arabia
7.6.3.1. Saudi Arabia: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.6.3.2. Saudi Arabia: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.6.4. AI in Media and Entertainment Market – UAE
7.6.4.1. UAE: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.6.4.2. UAE: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.6.5. AI in Media and Entertainment Market – Israel
7.6.5.1. Israel: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.6.5.2. Israel: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.6.6. AI in Media and Entertainment Market – South Africa
7.6.6.1. South Africa: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.6.6.2. South Africa: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.7. AI in Media and Entertainment Market – Latin America
7.7.1. Latin America: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.7.2. Latin America: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.7.3. AI in Media and Entertainment Market – Mexico
7.7.3.1. Mexico: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.7.3.2. Mexico: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.7.4. AI in Media and Entertainment Market – Brazil
7.7.4.1. Brazil: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.7.4.2. Brazil: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
7.7.5. AI in Media and Entertainment Market – Argentina
7.7.5.1. Argentina: AI in Media and Entertainment Market, by Application, 2019-2032 (USD Billion)
7.7.5.2. Argentina: AI in Media and Entertainment Market, by Solution, 2019-2032 (USD Billion)
8. Competitive Landscape
8.1. Expansion and Acquisition Analysis
8.1.1. Expansion
8.1.2. Acquisitions
8.2. Partnerships/Collaborations/Agreements/Exhibitions
9. Company Profiles
9.1. AISportsWatch GmbH
9.1.1. Company Overview
9.1.2. Financial Performance
9.1.3. Product Benchmarking
9.1.4. Recent Development
9.2. Amazon Web Services, Inc
9.2.1. Company Overview
9.2.2. Financial Performance
9.2.3. Product Benchmarking
9.2.4. Recent Development
9.3. AutomaticTV
9.3.1. Company Overview
9.3.2. Financial Performance
9.3.3. Product Benchmarking
9.3.4. Recent Development
9.4. EMG
9.4.1. Company Overview
9.4.2. Financial Performance
9.4.3. Product Benchmarking
9.4.4. Recent Development
9.5. EVS Broadcast Equipment S.A
9.5.1. Company Overview
9.5.2. Financial Performance
9.5.3. Product Benchmarking
9.5.4. Recent Development
9.6. Gearhouse South Africa PTY Limited
9.6.1. Company Overview
9.6.2. Financial Performance
9.6.3. Product Benchmarking
9.6.4. Recent Development
9.7. Gravity Media
9.7.1. Company Overview
9.7.2. Financial Performance
9.7.3. Product Benchmarking
9.7.4. Recent Development
9.8. GrayMeta
9.8.1. Company Overview
9.8.2. Financial Performance
9.8.3. Product Benchmarking
9.8.4. Recent Development
9.9. Hudl
9.9.1. Company Overview
9.9.2. Financial Performance
9.9.3. Product Benchmarking
9.9.4. Recent Development
9.10. International Business Machines Corporation
9.10.1. Company Overview
9.10.2. Financial Performance
9.10.3. Product Benchmarking
9.10.4. Recent Development
9.11. LMG, LLC
9.11.1. Company Overview
9.11.2. Financial Performance
9.11.3. Product Benchmarking
9.11.4. Recent Development
9.12. Matchroom Sport Ltd
9.12.1. Company Overview
9.12.2. Financial Performance
9.12.3. Product Benchmarking
9.12.4. Recent Development
9.13. Move.ai
9.13.1. Company Overview
9.13.2. Financial Performance
9.13.3. Product Benchmarking
9.13.4. Recent Development
9.14. PlaySight Interactive LTD
9.14.1. Company Overview
9.14.2. Financial Performance
9.14.3. Product Benchmarking
9.14.4. Recent Development
9.15. Production Resource Group, L.L.C
9.15.1. Company Overview
9.15.2. Financial Performance
9.15.3. Product Benchmarking
9.15.4. Recent Development
9.16. Spiideo
9.16.1. Company Overview
9.16.2. Financial Performance
9.16.3. Product Benchmarking
9.16.4. Recent Development
9.17. Sportway AB
9.17.1. Company Overview
9.17.2. Financial Performance
9.17.3. Product Benchmarking
9.17.4. Recent Development
9.18. Synthesia Ltd
9.18.1. Company Overview
9.18.2. Financial Performance
9.18.3. Product Benchmarking
9.18.4. Recent Development
9.19. TAIT
9.19.1. Company Overview
9.19.2. Financial Performance
9.19.3. Product Benchmarking
9.19.4. Recent Development
9.20. Valossa Labs Ltd.
9.20.1. Company Overview
9.20.2. Financial Performance
9.20.3. Product Benchmarking
9.20.4. Recent Development
9.21. Veritone, Inc.
9.21.1. Company Overview
9.21.2. Financial Performance
9.21.3. Product Benchmarking
9.21.4. Recent Development

Download our eBook: How to Succeed Using Market Research

Learn how to effectively navigate the market research process to help guide your organization on the journey to success.

Download eBook
Cookie Settings