AI/ML in Media and Entertainment Market Share
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...

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)
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)
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
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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.
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Table of Contents
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Executive Summary
- Market Attractiveness
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Analysis
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Global AI/ML in Media and Entertainment Market, by Solution
- Global AI/ML in Media and Entertainment Market, by Application
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Global AI/ML in Media and Entertainment Market, by Solution
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Global AI/ML in Media and Entertainment Market, by End User
- Global AI/ML
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in Media and Entertainment Market, by Region
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Market Introduction
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Definition
- Scope of the Study
- Market Structure
- Key
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Buying Criteria
- Macro Factor Indicator Analysis
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Research Methodology
- Research Process
- Primary Research
- Secondary Research
- Market Size Estimation
- Forecast Model
- List of Assumptions
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MARKET DYNAMICS
- Introduction
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Drivers
- The increasing
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demand for personalized content
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The growth of streaming services
- Driver impact analysis
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Restraints
- The ethical implications
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The growth of streaming services
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of using AI
- Restraint impact analysis
- Opportunities
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The potential for new business models
- The potential to increase efficiency
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Challenges
- Data Concern
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Covid-19 Impact Analysis
- Impact on market
- Impact on Media and Entertainment
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YOY growth 2020-2022
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COVID-19 IMPACT ON SUPPLY CHAIN MARKET FACTOR ANALYSIS
- Value Chain Analysis/Supply Chain Analysis
- Porter’s Five
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Forces Model
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Bargaining Power of Suppliers
- Bargaining Power
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Bargaining Power of Suppliers
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of Buyers
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Threat of New Entrants
- Threat of Substitutes
- Intensity of Rivalry
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Threat of New Entrants
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GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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BY SOLUTION
- Introduction
- Hardware/Equipment
- Services
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GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
- Introduction
- Gaming
- Fake Story Detection
- Plagiarism Detection
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Personalization
- Production Planning & Management
- Sales &
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Marketing
- Talent Identification
- Content Capture
- Others
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GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER
- Introduction
- Film and Television
- Music
- Gaming
- Sports
- Media Agencies
- Others
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GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET SIZE ESTIMATION & FORECAST, BY REGION
- Introduction
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North America
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Market Estimates & Forecast, by Country, 2018-2032
- Market Estimates & Forecast, by Solution, 2018-2032
- Market
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Market Estimates & Forecast, by Country, 2018-2032
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Estimates & Forecast, by Application, 2018-2032
- Market Estimates
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& Forecast, by End User, 2018-2032
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US
- Market Estimates
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US
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& Forecast, by Solution, 2018-2032
- Market Estimates & Forecast,
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by Application, 2018-2032
- Market Estimates & Forecast, by End
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User, 2018-2032
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Canada
- Market Estimates & Forecast,
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Canada
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by Solution, 2018-2032
- Market Estimates & Forecast, by Application,
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2032
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Market Estimates & Forecast, by End User, 2018-2032
- Mexico
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Market Estimates & Forecast, by End User, 2018-2032
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Market Estimates & Forecast, by End User, 2018-2032
- Europe
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Market Estimates & Forecast, by Country, 2018-2032
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Market Estimates
- Market Estimates & Forecast,
- Market Estimates & Forecast, by End User,
- UK
- Germany
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Market Estimates
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Market Estimates & Forecast, by Application, 2018-2032
- Market
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Estimates & Forecast, by End User, 2018-2032
- France
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Market Estimates & Forecast, by Solution, 2018-2032
- Market Estimates
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& Forecast, by Application, 2018-2032
- Market Estimates & Forecast,
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by End User, 2018-2032
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Italy
- Market Estimates & Forecast,
- Spain
- Rest of Europe
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Asia-Pacific
- Market Estimates
- Market Estimates & Forecast,
- Market Estimates & Forecast, by End User,
- China
- Japan
- India
- South Korea
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Italy
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Forecast, by Solution, 2018-2032
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Market Estimates & Forecast,
- Market Estimates & Forecast, by End
- Rest of Asia-Pacific
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Rest of the World
- Market Estimates & Forecast,
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Market Estimates & Forecast,
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by Product, 2018-2032
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Market Estimates & Forecast, by Solution,
- Market Estimates & Forecast, by Application, 2018-2032
- Market Estimates & Forecast, by End User, 2018-2032
- Middle
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Market Estimates & Forecast, by Solution,
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East
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Market Estimates & Forecast, by Solution, 2018-2032
- Market
- Africa
- Latin America
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Market Estimates & Forecast, by Solution, 2018-2032
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Competitive Landscape
- Introduction
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Key Developments & Growth Strategies
- Competitor Benchmarking
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Vendor Share Analysis, 2022(% Share)
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COMPANY PROFILES
- Amazon
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Web Services, Inc.
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Company Overview
- Financial Overview
- Products/ Solutions/ Services Offerred
- Key Market Developments
- SWOT Analysis
- Key Strategies
- Gearhouse South Africa
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Company Overview
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PTY Ltd
- GRAVITY MEDIA
- GrayMeta
- IBM Corporation
- LMG LLC
- Matchroom Sport Ltd.
- Production Resource Group,
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L.L.C
- Synthesia Ltd
- Valossa Labs Ltd
- VERITONE,
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INC.
- TAIT
- Sportway AB
- EVS Broadcast Equipment
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S.A
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Hudi
- Company Overview
- Financial Overview
- Solution/Services Offered
- Key Developments
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Hudi
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SWOT Analysis
- Key Strategies
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LIST OF TABLES
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TABLE
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MARKET SYNOPSIS
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TABLE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
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SOLUTION, 2018–2032 (USD MILLION)
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TABLE 3 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
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TABLE 4 GLOBAL AI/ML
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IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
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TABLE 5 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2018–2032
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(USD MILLION)
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TABLE 6 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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BY COUNTRY, 2018–2032 (USD MILLION)
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TABLE 7 NORTH AMERICA AI/ML IN MEDIA
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AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
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NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 9 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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BY END USER, 2018–2032 (USD MILLION)
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TABLE 10 US AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
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TABLE 11 US AI/ML IN MEDIA
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AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
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US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD
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MILLION)
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TABLE 13 CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
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2018–2032 (USD MILLION)
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TABLE 14 CANADA AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 15 CANADA AI/ML
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TABLE 16 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
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TABLE 17 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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TABLE 18 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET, BY END USER, 2018–2032 (USD MILLION)
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TABLE 19 EUROPE AI/ML IN
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MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
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EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
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TABLE 21 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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TABLE 22 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 23 UK AI/ML IN MEDIA
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UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD
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TABLE 25 UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER,
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TABLE 26 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 27 GERMANY AI/ML IN
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MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
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TABLE 28 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
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TABLE 29 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
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TABLE 30 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 31 FRANCE AI/ML
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TABLE 32 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
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TABLE 33 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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TABLE 34 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 35 ITALY AI/ML IN
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MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
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ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 37 ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
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USER, 2018–2032 (USD MILLION)
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TABLE 38 REST OF EUROPE AI/ML IN MEDIA
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REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 40 REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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TABLE 41 ASIA-PACIFIC AI/ML IN MEDIA
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AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
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TABLE 42
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ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
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TABLE 43 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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BY APPLICATION, 2018–2032 (USD MILLION)
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TABLE 44 ASIA-PACIFIC AI/ML IN
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MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
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CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD
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TABLE 46 CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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TABLE 47 CHINA AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 48 JAPAN AI/ML IN
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JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 50 JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
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TABLE 51 INDIA AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 52 INDIA AI/ML IN
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TABLE 53 INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
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TABLE 54 SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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BY SOLUTION, 2018–2032 (USD MILLION)
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TABLE 55 SOUTH KOREA AI/ML IN MEDIA
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SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
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TABLE 57 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 58 REST OF ASIA-PACIFIC
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AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
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TABLE 59 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
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TABLE 60 REST OF THE WORLD AI/ML IN MEDIA
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TABLE 61
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REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
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TABLE 62 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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TABLE 63 REST OF THE WORLD CAMERA
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TABLE 64 MIDDLE EAST AI/ML
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IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
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TABLE 65 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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TABLE 66 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT
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TABLE 67 AFRICA AI/ML IN
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AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 69 AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
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TABLE 70 LATIN AMERICA AI/ML IN MEDIA AND
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ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
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TABLE 71 LATIN
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AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
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TABLE 72 LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
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TABLE 73 BUSINESS EXPANSIONS/PRODUCT
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LAUNCHES
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TABLE 74 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS
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GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
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TABLE 78 GEARHOUSE SOUTH
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AFRICA PTY LTD : KEY DEVELOPMENT
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TABLE 79 GRAVITY MEDIA : PRODUCTS OFFERED
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TABLE 80 GRAVITY MEDIA : KEY DEVELOPMENT
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TABLE 81 GRAYMETA : PRODUCTS OFFERED
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TABLE 82 GRAYMETA : KEY DEVELOPMENT
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TABLE 83 IBM CORPORATION : PRODUCTS OFFERED
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TABLE 84 IBM CORPORATION : KEY DEVELOPMENT
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TABLE 85 LMG LLC : PRODUCTS OFFERED
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TABLE 86 LMG LLC : KEY DEVELOPMENT
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TABLE 87 MATCHROOM SPORT LTD. : PRODUCTS
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OFFERED
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TABLE 88 MATCHROOM SPORT LTD. : KEY DEVELOPMENT
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TABLE 89 PRODUCTION
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RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
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TABLE 90 PRODUCTION RESOURCE GROUP,
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L.L.C : KEY DEVELOPMENT
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TABLE 91 SYNTHESIA LTD : PRODUCTS OFFERED
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SYNTHESIA LTD : KEY DEVELOPMENT
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TABLE 93 VERITONE, INC. : PRODUCTS OFFERED
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TABLE 94 VERITONE, INC. : KEY DEVELOPMENT
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TABLE 95 TAIT : PRODUCTS OFFERED
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TABLE 96 TAIT : KEY DEVELOPMENT
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TABLE 99 INTELLIMIZE : PRODUCTS OFFERED
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TABLE 100 INTELLIMIZE : KEY DEVELOPMENT
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TABLE 101 VALOSSA LABS LTD : PRODUCTS
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TABLE 102 VALOSSA LABS LTD : KEY DEVELOPMENT
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LIST OF FIGURES
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FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET
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FIGURE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: MARKET STRUCTURE
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FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES
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FIGURE 4 NORTH AMERICA: AI/ML
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IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY
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COUNTRY (2022 VS 2032)
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FIGURE 5 EUROPE: AI/ML IN MEDIA AND ENTERTAINMENT MARKET
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SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
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FIGURE
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ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION)
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& MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
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FIGURE 7 GLOBAL AI/ML IN
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MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION
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(2022 VS 2032)
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FIGURE 8 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE
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(USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
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GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET
-
SHARE (%), BY END USER (2022 VS 2032)
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FIGURE 10 MARKET DYNAMIC ANALYSIS OF
-
THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
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FIGURE 11 DRIVER IMPACT
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FIGURE 12 RESTRAINT IMPACT ANALYSIS
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FIGURE 13 VALUE CHAIN: GLOBAL
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AI/ML IN MEDIA AND ENTERTAINMENT MARKET
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FIGURE 14 Porter's Five Forces Analysis
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OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
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FIGURE 15 GLOBAL AI/ML
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IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 (% SHARE)
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FIGURE 16 GLOBAL
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AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 VS 2032 (USD MILLION)
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FIGURE 17 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022
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(% SHARE)
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FIGURE 18 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
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VS 2032 (USD MILLION)
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FIGURE 19 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
-
MARKET, BY END USER, 2022 (% SHARE)
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FIGURE 20 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
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MARKET, BY END USER, 2022 VS 2032 (USD MILLION)
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FIGURE 21 GLOBAL AI/ML IN MEDIA
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AND ENTERTAINMENT MARKET, BY REGION, 2022 (% SHARE)
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FIGURE 22 GLOBAL AI/ML
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IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
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NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
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FIGURE 24 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022
-
VS 2032 (USD MILLION)
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FIGURE 25 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT
-
MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
-
FIGURE 26 NORTH AMERICA AI/ML
-
IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
-
NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
-
FIGURE 28 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
-
COUNTRY, 2022 (% SHARE)
-
FIGURE 29 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
-
BY COUNTRY, 2022 VS 2032 (USD MILLION)
-
FIGURE 30 EUROPE AI/ML IN MEDIA AND
-
ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
-
FIGURE 31 EUROPE
-
AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
-
FIGURE 32 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
-
FIGURE 33 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
-
BY COUNTRY, 2022 (% SHARE)
-
FIGURE 34 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
-
MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
-
FIGURE 35 ASIA-PACIFIC AI/ML
-
IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
-
ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032
-
FIGURE 37 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
-
BY END USER, 2022-2032 (USD MILLION)
-
FIGURE 38 REST OF THE WORLD AI/ML IN MEDIA
-
AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
-
FIGURE 39 REST OF THE
-
WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
-
FIGURE 40 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
-
2032 (USD MILLION)
-
FIGURE 41 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT
-
MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
-
FIGURE 42 REST OF THE WORLD
-
AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
-
FIGURE 43 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: COMPETITIVE BENCHMARKING
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FIGURE 44 VENDOR SHARE ANALYSIS (2022) (%)
-
FIGURE 45 GEARHOUSE SOUTH AFRICA
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PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
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FIGURE 46 GEARHOUSE SOUTH AFRICA PTY
-
LTD : SWOT ANALYSIS
-
FIGURE 47 GRAVITY MEDIA : FINANCIAL OVERVIEW SNAPSHOT
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FIGURE 48 GRAVITY MEDIA : SWOT ANALYSIS
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FIGURE 49 GRAYMETA : FINANCIAL OVERVIEW
-
SNAPSHOT
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FIGURE 50 GRAYMETA : SWOT ANALYSIS
-
FIGURE 51 IBM CORPORATION
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: FINANCIAL OVERVIEW SNAPSHOT
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FIGURE 52 IBM CORPORATION : SWOT ANALYSIS
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FIGURE 53 LMG LLC : FINANCIAL OVERVIEW SNAPSHOT
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FIGURE 54 LMG LLC : SWOT
-
FIGURE 55 MATCHROOM SPORT LTD. : FINANCIAL OVERVIEW SNAPSHOT
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MATCHROOM SPORT LTD. : SWOT ANALYSIS
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FIGURE 57 PRODUCTION RESOURCE GROUP,
-
L.L.C : FINANCIAL OVERVIEW SNAPSHOT
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FIGURE 58 PRODUCTION RESOURCE GROUP, L.L.C
-
: SWOT ANALYSIS
-
FIGURE 59 SYNTHESIA LTD : FINANCIAL OVERVIEW SNAPSHOT
-
SYNTHESIA LTD : SWOT ANALYSIS
-
FIGURE 61 VERITONE, INC. : FINANCIAL OVERVIEW
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FIGURE 62 VERITONE, INC. : SWOT ANALYSIS
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FIGURE 63 TAIT : FINANCIAL
-
OVERVIEW SNAPSHOT
-
FIGURE 64 TAIT : SWOT ANALYSIS
-
FIGURE 67 INTELLIMIZE
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FIGURE 68 INTELLIMIZE : SWOT ANALYSIS
-
VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
-
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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