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    AI/ML in Media and Entertainment Market Share

    ID: MRFR/ICT/10671-HCR
    215 Pages
    Aarti Dhapte
    September 2025

    AI/ML in Media and Entertainment Market Research Report: Information By Solutions (Hardware/Equipment, Services), By Application (Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Production Planning & Management, Sales & Marketing, Talent Identification, Content Capture, and Others), By End User (Film and Television, Music, Gaming, Sports, Media Agencies, and Others...

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    Market Share

    AI/ML in Media and Entertainment Market Share Analysis

    It has been noticed is that AI/ML in media and entertainment sector is a fast-changing segment which has completely altered the production, distribution and consumption of content across the industry. One recent trend within this market has been the use of AI/ML for content recommendation and personalization. Streaming platforms and content providers alike rely on machine learning algorithms to study user preferences, viewing history and engagement patterns hence delivering tailor-made content recommendations that will enhance a users’ experience thus keeping them satisfied hence enhancing their client retention rates; this mirrors how the industry as a whole aims at offering custom made and intriguing experiences towards its customers within a fiercely competitive media environment. Equally important is the fact that more focus is being put on using AI for creating and producing contents in AI/ML in Media & Entertainment. Some roles performed by artificial intelligence are script analysis, video editing, automated content generation among others by media organizations. Consequently, this will facilitate easiness in production processes while lowering costs by providing creators with tools to help generate quality engaging content. Another area of significance is how AI/ML influences virtual reality (VR) and augmented reality (AR). In such cases, AI algorithms provide real-time analyses of user interactions, track movements, adapt contents to make them more immersive. For example, it enhances everything from gaming or simulations to virtual tours or live events thereby creating much more realistic interactive virtual experiences. AI/ML in Media & Entertainment also experienced development as far as concerns related to moderation of content or censorship issues are concerned. In addition; there are algorithm-based systems used by social networks e.g., Facebook Inc., Twitter Inc., YouTube among others which scan through uploaded videos clips plus photos then purge out harmful ones from circulation. This way they guarantee safe users’ environment by all means so long as they comply with certain terms like prohibited materials on restricted sites. With regard to expanding data explosion within media industry; this market was observed trending towards AI-based data analytics and an audience’s insights. Artificial intelligence algorithms help media companies analyze huge volumes of data like market research, social media trends, audience behavior which is important in making informed decisions. It means that this pattern would facilitate a content strategy optimization raising the audience engagement level as well as enhancing business decisions.

    Market Summary

    Market Trends

    Increasing demand for analytics and ML

    Unprecedented disruption is currently occurring in the media and entertainment sector. The fast adoption of connected devices, customers' raised expectations, continued competition from online video streaming providers, and social media are just a few of the strong forces that are transforming the media and entertainment sector. By using machine learning algorithms and natural language processing to make sense of enormous amounts of unstructured data, of which more than 80% are unstructured, the incorporation of artificial intelligence takes analytics to a new level.

    AI/ML in Media and Entertainment Market Market Drivers

    Market Segment Insights

    AI/ML in Media and Entertainment Market - Segment Insights

    AI/ML in Media and Entertainment Market - Solutions

    The AI/ML in Media and Entertainment Market, in this report, has been segmented based on Solutions into hardware/equipment, services.

    The segment- Services holds the largest share of the total market share while. The increasing use of computer-generated visuals and visual effects in commercials and films is predicted to favorably impact market growth. In addition, as AI-based technologies continue to grow, more engaging material can be developed with the addition of sophisticated visual effect frameworks. Due to the dearth of skilled people in virtual production and VFX technology, film studios or moviemakers frequently use certified agencies and their services to integrate VFX in their video productions. As a result, the service sector is predicted to grow at the fastest rate.

    FIGURE 2: AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BYSOLUTIONS, 2022 VS 2032 (USD BILLION)

    AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BYSOLUTIONS, 2022 VS 2032

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    AI/ML in Media and Entertainment Market - Application Insights

    The AI/ML in Media and Entertainment Market, in this report, has been segmented on the basis of application into gaming, fake story detection, plagiarism detection, personalization, production planning & management, sales & marketing, talent identification, content capture, and others.

    Content capture holds the largest share of the total share. AI provides a platform for automating operations like script analysis, storyboarding, creating shot lists, scheduling, and budget management, which is the main driver of the expansion. Additionally, AI-based software can arrange and synchronize recorded footage automatically. With more development, AI will be able to produce material on its own. Predictive analytics can expedite marketing tasks by using AI. AI-powered marketing software assists in developing promotional strategies, addressing audience objectives, and developing efficient customer solutions.

    The introduction of cutting-edge technologies, including AI, has significantly improved the computer-generated images used in virtual production technology. It is now practical to design and visualize all complex situations in three dimensions. Additionally, AI helps with pre-production, hastening the production of videos. Large data sets collected from numerous platforms can be used by artificial intelligence to build views about the interest in and acceptance of suggested content.

    AI/ML in Media and Entertainment Market - End User Insights

    The AI/ML in Media and Entertainment market in this report has been segmented on the basis of End User into film and television, music, gaming, sports, media agencies, and others.

    The film and television segment holds the largest share of the total market share.

    The media and entertainment sector, particularly the film and television industries, is undergoing a rapid transformation thanks to artificial intelligence (AI) and machine learning (ML). AI is being utilized to automate processes, increase effectiveness, and develop fresh, cutting-edge goods and services. AI's machine learning (ML) division enables computers to learn without explicit programming. AI can create scripts, conversation, and character development. Time and money can be saved, and more realistic and interesting stories can be produced as a result.

    Regional Insights

    Based on Region, the global AI/ML in Media and Entertainment is segmented into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. Further, the major countries studied in the market report are the U.S., Canada, Germany, UK, Italy, Spain, China, Japan, India, Australia, UAE, and Brazil.

    The North America AI/ML in Media and Entertainment market is a growing region. The emergence was mostly credited to the significant investments made by businesses in R&D for developing AI-based virtual production software solutions. One of the most important trends in the area is the use of AI for voice and speech recognition. For instance, the AI startup Globalme Localization, Inc., with U.S. headquarters, provided the dialect and accent audio collection to Sonos Inc. To incorporate intelligent home assistants with its wireless speakers, Sonos Inc. gathered accents and speech information from three different countries.

    Through this integration, the company was able to optimize its voice recognition engines, improving the voice experience.

    The Asia Pacific AI/ML in the Media and Entertainment market is having highest growth rate. Everyone may now create, publish, and distribute written, audio, and video material because to the growing availability of content creation equipment including high-resolution cameras, content development software, and smartphones. Internet usage has increased dramatically, and as a result, on-demand streaming services like Netflix and YouTube have largely replaced regional traditional media outlets like television and radio.

    FIGURE 3: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE BY REGION 2022 VS 2032, (USD BILLION)

    AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE BY REGION 2022 VS 2032

    Source: Secondary Research, Primary Research, Market Research Future Database, and Analyst Review

    Key Players and Competitive Insights

    Since so many businesses provide stamped metal parts and End Users to the automotive industry, the AI/ML in Media and Entertainment market is a very competitive sector. The market is characterized by the presence of numerous smaller and rising players in addition to existing and significant AI/ML in Media and Entertainment businesses. To increase productivity, lower costs, and improve the quality of stamped metal parts and End Users, these businesses are devoted to creating cutting-edge stamping technologies and procedures. They also place a high priority on adhering to the industry's stricter environmental and safety laws.

    Pricing, quality, delivery times, and the capacity to provide customers with customized solutions are just a few of the variables that influence competition in the market for AI/ML in the media and entertainment industry. Additionally, for businesses to continue to be competitive in the market, partnerships and collaborations with other industry participants, such as OEMs and suppliers, are essential. In the AI/ML in the Media and Entertainment market, mergers and acquisitions are also frequent as businesses look to increase their skills and reach.

    Additionally, businesses are spending a lot of money on R&D to create new materials and technologies that will enhance the functionality, resilience, and security of stamped metal parts and End Users.

    Industry Developments

    May 2022, Gravity R&D is a top provider of personalization technology that was founded on data science. Taboola, a leader in enabling recommendations for the open web and supporting users in finding material they may enjoy, announced it has entered into a definitive agreement to buy Gravity R&D.

    May 2022, The newest round of computer-optimized instances, Amazon Elastic Compute Cloud (Amazon EC2) C7g instances, are powered by Graviton3 processors made by Amazon Web Services.

    Market Segmentation

    AI/ML in Media and Entertainment Market - End User Outlook

    • Film and Television
    • Music
    • Gaming
    • Sports
    • Media Agencies
    • Others

    AI/ML in Media and Entertainment Market - Regional Outlook

    • US
    • Canada
    • Mexico
    • Germany
    • France
    • UK
    • Italy
    • Spain
    • Rest of Europe
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Rest of Asia-Pacific
    • Saudi Arabia
    • UAE
    • South Africa
    • Rest of the Middle East & Africa
    • Brazil
    • Argentina
    • Chile
    • Rest of South America

    AI/ML in Media and Entertainment Market - Solutions Outlook

    • Hardware/Equipment
    • Services

    AI/ML in Media and Entertainment Market - Application Outlook

    • Gaming
    • Fake Story Detection
    • Plagiarism Detection
    • Personalization
    • Production Planning & Management
    • Sales & Marketing
    • Talent Identification
    • Content Capture
    • Others

    Report Scope

    Report Attribute/Metric Details
    Market Size 2024 21.63 (USD Billion)
    Market Size 2025 28.54 (USD Billion)
    Market Size 2034 345.35 (USD Billion)
    Compound Annual Growth Rate (CAGR) 31.92% (2025 - 2034)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2034
    Historical Data 2019 - 2023
    Market Forecast Units USD Billion
    Segments Covered Solutions, Method, End User, Material, Vehicle Category, Vehicle Type, End Use
    Geographies Covered Europe, North America, Asia-Pacific, Middle East & Africa, and South America
    Countries Covered US, Canada, Mexico, Germany, France, UK, Italy, Spain, China, Japan, India, South Korea, Australia, Saudi Arabia, UAE, South Africa, Brazil, Argentina, Chile, and others.
    Key Companies Profiled 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.; Sportway AB; EVS Broadcast Equipment S.A.; Hudl;
    Key Market Opportunities The increasing demand for personalized content The growth of streaming services
    Key Market Dynamics The ethical implications of using AI

    Market Highlights

    Author

    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in market research and business consulting, working under the spectrum of information communication technology, telecommunications and semiconductor domains. aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

    Leave a Comment

    Latest Comments

    John Doe

    This is a great article! Really helped me understand the topic better.

    Posted on July 23, 2025, 10:15 AM
    Jane Smith

    Thanks for sharing this. I’ve bookmarked it for later reference.

    Posted on July 22, 2025, 7:45 PM

    FAQs

    How much is the AI/ML in Media and Entertainment market?

    The AI/ML in Media and Entertainment Market was valued at USD 21.63 Billion in 2024.

    What is the growth rate of the AI/ML in Media and Entertainment market?

    The global market is projected to grow at a CAGR of 31.92% during the forecast period, 2025-2034.

    Which region held the largest market share in the AI/ML in Media and Entertainment market?

    North America had the largest share of the global market.

    Who are the key players in the AI/ML in Media and Entertainment market?

    The key players in the market are 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.; Sportway AB; EVS Broadcast Equipment S.A.; Hudl;, Others.

    Which end user held the largest market share in the AI/ML in Media and Entertainment market?

    Film and Television had the largest share of the global market.

    1. Table of Contents
    2. Executive Summary
      1. Market Attractiveness
    3. Analysis
      1. Global AI/ML in Media and Entertainment Market, by Solution
        1. Global AI/ML in Media and Entertainment Market, by Application
    4. Global AI/ML in Media and Entertainment Market, by End User
      1. Global AI/ML
    5. in Media and Entertainment Market, by Region
    6. Market Introduction
    7. Definition
      1. Scope of the Study
      2. Market Structure
      3. Key
    8. Buying Criteria
      1. Macro Factor Indicator Analysis
    9. Research Methodology
      1. Research Process
      2. Primary Research
      3. Secondary Research
      4. Market Size Estimation
      5. Forecast Model
      6. List of Assumptions
    10. MARKET DYNAMICS
      1. Introduction
      2. Drivers
        1. The increasing
    11. demand for personalized content
      1. The growth of streaming services
        1. Driver impact analysis
      2. Restraints
        1. The ethical implications
    12. of using AI
      1. Restraint impact analysis
      2. Opportunities
    13. The potential for new business models
      1. The potential to increase efficiency
      2. Challenges
        1. Data Concern
      3. Covid-19 Impact Analysis
        1. Impact on market
        2. Impact on Media and Entertainment
    14. YOY growth 2020-2022
    15. COVID-19 IMPACT ON SUPPLY CHAIN MARKET FACTOR ANALYSIS
      1. Value Chain Analysis/Supply Chain Analysis
      2. Porter’s Five
    16. Forces Model
      1. Bargaining Power of Suppliers
        1. Bargaining Power
    17. of Buyers
      1. Threat of New Entrants
        1. Threat of Substitutes
        2. Intensity of Rivalry
    18. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    19. BY SOLUTION
      1. Introduction
      2. Hardware/Equipment
      3. Services
    20. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
      1. Introduction
      2. Gaming
      3. Fake Story Detection
      4. Plagiarism Detection
    21. Personalization
      1. Production Planning & Management
      2. Sales &
    22. Marketing
      1. Talent Identification
      2. Content Capture
      3. Others
    23. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER
      1. Introduction
      2. Film and Television
      3. Music
      4. Gaming
      5. Sports
      6. Media Agencies
      7. Others
    24. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    25. MARKET SIZE ESTIMATION & FORECAST, BY REGION
      1. Introduction
    26. North America
      1. Market Estimates & Forecast, by Country, 2018-2032
        1. Market Estimates & Forecast, by Solution, 2018-2032
        2. Market
    27. Estimates & Forecast, by Application, 2018-2032
      1. Market Estimates
    28. & Forecast, by End User, 2018-2032
      1. US
        1. Market Estimates
    29. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    30. by Application, 2018-2032
      1. Market Estimates & Forecast, by End
    31. User, 2018-2032
      1. Canada
        1. Market Estimates & Forecast,
    32. by Solution, 2018-2032
      1. Market Estimates & Forecast, by Application,
    33. 2032
      1. Market Estimates & Forecast, by End User, 2018-2032
        1. Mexico
    34. Market Estimates & Forecast, by End User, 2018-2032
      1. Europe
    35. Market Estimates & Forecast, by Country, 2018-2032
      1. Market Estimates
        1. Market Estimates & Forecast,
        2. Market Estimates & Forecast, by End User,
        3. UK
        4. Germany
    36. Market Estimates & Forecast, by Application, 2018-2032
      1. Market
    37. Estimates & Forecast, by End User, 2018-2032
      1. France
    38. Market Estimates & Forecast, by Solution, 2018-2032
      1. Market Estimates
    39. & Forecast, by Application, 2018-2032
      1. Market Estimates & Forecast,
    40. by End User, 2018-2032
      1. Italy
        1. Market Estimates & Forecast,
        2. Spain
        3. Rest of Europe
      2. Asia-Pacific
        1. Market Estimates
        2. Market Estimates & Forecast,
        3. Market Estimates & Forecast, by End User,
        4. China
        5. Japan
        6. India
        7. South Korea
    41. Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
        1. Market Estimates & Forecast, by End
        2. Rest of Asia-Pacific
      2. Rest of the World
        1. Market Estimates & Forecast,
    42. by Product, 2018-2032
      1. Market Estimates & Forecast, by Solution,
        1. Market Estimates & Forecast, by Application, 2018-2032
        2. Market Estimates & Forecast, by End User, 2018-2032
        3. Middle
    43. East
      1. Market Estimates & Forecast, by Solution, 2018-2032
        1. Market
        2. Africa
        3. Latin America
    44. Competitive Landscape
      1. Introduction
    45. Key Developments & Growth Strategies
      1. Competitor Benchmarking
    46. Vendor Share Analysis, 2022(% Share)
    47. COMPANY PROFILES
      1. Amazon
    48. Web Services, Inc.
      1. Company Overview
        1. Financial Overview
        2. Products/ Solutions/ Services Offerred
        3. Key Market Developments
        4. SWOT Analysis
        5. Key Strategies
      2. Gearhouse South Africa
    49. PTY Ltd
      1. GRAVITY MEDIA
      2. GrayMeta
      3. IBM Corporation
      4. LMG LLC
      5. Matchroom Sport Ltd.
      6. Production Resource Group,
    50. L.L.C
      1. Synthesia Ltd
      2. Valossa Labs Ltd
      3. VERITONE,
    51. INC.
      1. TAIT
      2. Sportway AB
      3. EVS Broadcast Equipment
    52. S.A
      1. Hudi
        1. Company Overview
        2. Financial Overview
        3. Solution/Services Offered
        4. Key Developments
    53. SWOT Analysis
      1. Key Strategies
    54. LIST OF TABLES
    55. TABLE
    56. MARKET SYNOPSIS
    57. TABLE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
    58. SOLUTION, 2018–2032 (USD MILLION)
    59. TABLE 3 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    60. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    61. TABLE 4 GLOBAL AI/ML
    62. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    63. TABLE 5 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2018–2032
    64. (USD MILLION)
    65. TABLE 6 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    66. BY COUNTRY, 2018–2032 (USD MILLION)
    67. TABLE 7 NORTH AMERICA AI/ML IN MEDIA
    68. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    69. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    70. TABLE 9 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    71. BY END USER, 2018–2032 (USD MILLION)
    72. TABLE 10 US AI/ML IN MEDIA AND ENTERTAINMENT
    73. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    74. TABLE 11 US AI/ML IN MEDIA
    75. AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    76. US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD
    77. MILLION)
    78. TABLE 13 CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    79. 2018–2032 (USD MILLION)
    80. TABLE 14 CANADA AI/ML IN MEDIA AND ENTERTAINMENT
    81. TABLE 15 CANADA AI/ML
    82. TABLE 16 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    83. TABLE 17 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    84. TABLE 18 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT
    85. MARKET, BY END USER, 2018–2032 (USD MILLION)
    86. TABLE 19 EUROPE AI/ML IN
    87. MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
    88. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    89. TABLE 21 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    90. TABLE 22 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT
    91. TABLE 23 UK AI/ML IN MEDIA
    92. UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD
    93. TABLE 25 UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER,
    94. TABLE 26 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT
    95. TABLE 27 GERMANY AI/ML IN
    96. MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    97. TABLE 28 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
    98. TABLE 29 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    99. TABLE 30 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT
    100. TABLE 31 FRANCE AI/ML
    101. TABLE 32 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    102. TABLE 33 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    103. TABLE 34 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT
    104. TABLE 35 ITALY AI/ML IN
    105. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    106. ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    107. TABLE 37 ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
    108. USER, 2018–2032 (USD MILLION)
    109. TABLE 38 REST OF EUROPE AI/ML IN MEDIA
    110. REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    111. TABLE 40 REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    112. TABLE 41 ASIA-PACIFIC AI/ML IN MEDIA
    113. AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
    114. TABLE 42
    115. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    116. TABLE 43 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    117. BY APPLICATION, 2018–2032 (USD MILLION)
    118. TABLE 44 ASIA-PACIFIC AI/ML IN
    119. MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    120. CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD
    121. TABLE 46 CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    122. TABLE 47 CHINA AI/ML IN MEDIA AND ENTERTAINMENT
    123. TABLE 48 JAPAN AI/ML IN
    124. JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    125. TABLE 50 JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
    126. TABLE 51 INDIA AI/ML IN MEDIA AND ENTERTAINMENT
    127. TABLE 52 INDIA AI/ML IN
    128. TABLE 53 INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
    129. TABLE 54 SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    130. BY SOLUTION, 2018–2032 (USD MILLION)
    131. TABLE 55 SOUTH KOREA AI/ML IN MEDIA
    132. SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
    133. TABLE 57 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
    134. TABLE 58 REST OF ASIA-PACIFIC
    135. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    136. TABLE 59 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
    137. TABLE 60 REST OF THE WORLD AI/ML IN MEDIA
    138. TABLE 61
    139. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    140. TABLE 62 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    141. TABLE 63 REST OF THE WORLD CAMERA
    142. TABLE 64 MIDDLE EAST AI/ML
    143. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    144. TABLE 65 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    145. TABLE 66 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT
    146. TABLE 67 AFRICA AI/ML IN
    147. AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    148. TABLE 69 AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
    149. TABLE 70 LATIN AMERICA AI/ML IN MEDIA AND
    150. ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    151. TABLE 71 LATIN
    152. AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    153. TABLE 72 LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    154. TABLE 73 BUSINESS EXPANSIONS/PRODUCT
    155. LAUNCHES
    156. TABLE 74 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS
    157. GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
    158. TABLE 78 GEARHOUSE SOUTH
    159. AFRICA PTY LTD : KEY DEVELOPMENT
    160. TABLE 79 GRAVITY MEDIA : PRODUCTS OFFERED
    161. TABLE 80 GRAVITY MEDIA : KEY DEVELOPMENT
    162. TABLE 81 GRAYMETA : PRODUCTS OFFERED
    163. TABLE 82 GRAYMETA : KEY DEVELOPMENT
    164. TABLE 83 IBM CORPORATION : PRODUCTS OFFERED
    165. TABLE 84 IBM CORPORATION : KEY DEVELOPMENT
    166. TABLE 85 LMG LLC : PRODUCTS OFFERED
    167. TABLE 86 LMG LLC : KEY DEVELOPMENT
    168. TABLE 87 MATCHROOM SPORT LTD. : PRODUCTS
    169. OFFERED
    170. TABLE 88 MATCHROOM SPORT LTD. : KEY DEVELOPMENT
    171. TABLE 89 PRODUCTION
    172. RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
    173. TABLE 90 PRODUCTION RESOURCE GROUP,
    174. L.L.C : KEY DEVELOPMENT
    175. TABLE 91 SYNTHESIA LTD : PRODUCTS OFFERED
    176. SYNTHESIA LTD : KEY DEVELOPMENT
    177. TABLE 93 VERITONE, INC. : PRODUCTS OFFERED
    178. TABLE 94 VERITONE, INC. : KEY DEVELOPMENT
    179. TABLE 95 TAIT : PRODUCTS OFFERED
    180. TABLE 96 TAIT : KEY DEVELOPMENT
    181. TABLE 99 INTELLIMIZE : PRODUCTS OFFERED
    182. TABLE 100 INTELLIMIZE : KEY DEVELOPMENT
    183. TABLE 101 VALOSSA LABS LTD : PRODUCTS
    184. TABLE 102 VALOSSA LABS LTD : KEY DEVELOPMENT
    185. LIST OF FIGURES
    186. FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    187. MARKET
    188. FIGURE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: MARKET STRUCTURE
    189. FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES
    190. FIGURE 4 NORTH AMERICA: AI/ML
    191. IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY
    192. COUNTRY (2022 VS 2032)
    193. FIGURE 5 EUROPE: AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    194. SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    195. FIGURE
    196. ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION)
    197. & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    198. FIGURE 7 GLOBAL AI/ML IN
    199. MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION
    200. (2022 VS 2032)
    201. FIGURE 8 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE
    202. (USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
    203. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET
    204. SHARE (%), BY END USER (2022 VS 2032)
    205. FIGURE 10 MARKET DYNAMIC ANALYSIS OF
    206. THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    207. FIGURE 11 DRIVER IMPACT
    208. FIGURE 12 RESTRAINT IMPACT ANALYSIS
    209. FIGURE 13 VALUE CHAIN: GLOBAL
    210. AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    211. FIGURE 14 Porter's Five Forces Analysis
    212. OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    213. FIGURE 15 GLOBAL AI/ML
    214. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 (% SHARE)
    215. FIGURE 16 GLOBAL
    216. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 VS 2032 (USD MILLION)
    217. FIGURE 17 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022
    218. (% SHARE)
    219. FIGURE 18 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    220. VS 2032 (USD MILLION)
    221. FIGURE 19 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    222. MARKET, BY END USER, 2022 (% SHARE)
    223. FIGURE 20 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    224. MARKET, BY END USER, 2022 VS 2032 (USD MILLION)
    225. FIGURE 21 GLOBAL AI/ML IN MEDIA
    226. AND ENTERTAINMENT MARKET, BY REGION, 2022 (% SHARE)
    227. FIGURE 22 GLOBAL AI/ML
    228. IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
    229. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    230. FIGURE 24 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022
    231. VS 2032 (USD MILLION)
    232. FIGURE 25 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT
    233. MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    234. FIGURE 26 NORTH AMERICA AI/ML
    235. IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    236. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
    237. FIGURE 28 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
    238. COUNTRY, 2022 (% SHARE)
    239. FIGURE 29 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    240. BY COUNTRY, 2022 VS 2032 (USD MILLION)
    241. FIGURE 30 EUROPE AI/ML IN MEDIA AND
    242. ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    243. FIGURE 31 EUROPE
    244. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    245. FIGURE 32 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
    246. FIGURE 33 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    247. BY COUNTRY, 2022 (% SHARE)
    248. FIGURE 34 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
    249. MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    250. FIGURE 35 ASIA-PACIFIC AI/ML
    251. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    252. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032
    253. FIGURE 37 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    254. BY END USER, 2022-2032 (USD MILLION)
    255. FIGURE 38 REST OF THE WORLD AI/ML IN MEDIA
    256. AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    257. FIGURE 39 REST OF THE
    258. WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    259. FIGURE 40 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    260. 2032 (USD MILLION)
    261. FIGURE 41 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT
    262. MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    263. FIGURE 42 REST OF THE WORLD
    264. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
    265. FIGURE 43 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: COMPETITIVE BENCHMARKING
    266. FIGURE 44 VENDOR SHARE ANALYSIS (2022) (%)
    267. FIGURE 45 GEARHOUSE SOUTH AFRICA
    268. PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
    269. FIGURE 46 GEARHOUSE SOUTH AFRICA PTY
    270. LTD : SWOT ANALYSIS
    271. FIGURE 47 GRAVITY MEDIA : FINANCIAL OVERVIEW SNAPSHOT
    272. FIGURE 48 GRAVITY MEDIA : SWOT ANALYSIS
    273. FIGURE 49 GRAYMETA : FINANCIAL OVERVIEW
    274. SNAPSHOT
    275. FIGURE 50 GRAYMETA : SWOT ANALYSIS
    276. FIGURE 51 IBM CORPORATION
    277. : FINANCIAL OVERVIEW SNAPSHOT
    278. FIGURE 52 IBM CORPORATION : SWOT ANALYSIS
    279. FIGURE 53 LMG LLC : FINANCIAL OVERVIEW SNAPSHOT
    280. FIGURE 54 LMG LLC : SWOT
    281. FIGURE 55 MATCHROOM SPORT LTD. : FINANCIAL OVERVIEW SNAPSHOT
    282. MATCHROOM SPORT LTD. : SWOT ANALYSIS
    283. FIGURE 57 PRODUCTION RESOURCE GROUP,
    284. L.L.C : FINANCIAL OVERVIEW SNAPSHOT
    285. FIGURE 58 PRODUCTION RESOURCE GROUP, L.L.C
    286. : SWOT ANALYSIS
    287. FIGURE 59 SYNTHESIA LTD : FINANCIAL OVERVIEW SNAPSHOT
    288. SYNTHESIA LTD : SWOT ANALYSIS
    289. FIGURE 61 VERITONE, INC. : FINANCIAL OVERVIEW
    290. FIGURE 62 VERITONE, INC. : SWOT ANALYSIS
    291. FIGURE 63 TAIT : FINANCIAL
    292. OVERVIEW SNAPSHOT
    293. FIGURE 64 TAIT : SWOT ANALYSIS
    294. FIGURE 67 INTELLIMIZE
    295. FIGURE 68 INTELLIMIZE : SWOT ANALYSIS
    296. VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
    297. FIGURE 70 VALOSSA LABS LTD

    AI/ML in Media and Entertainment Market Segmentation

    Market Segmentation Overview

    • Detailed segmentation data will be available in the full report
    • Comprehensive analysis by multiple parameters
    • Regional and country-level breakdowns
    • Market size forecasts by segment
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    Customer Strories

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