• Cat-intel
  • MedIntelliX
  • Resources
  • About Us
  • English
    Chinese
    French
    Japanese
    Korean
    German
    Spanish

    AI/ML in Media and Entertainment Market Size

    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...

    Share:
    Download PDF ×

    We do not share your information with anyone. However, we may send you emails based on your report interest from time to time. You may contact us at any time to opt-out.

    ReportInfographic
    $ 4,950.0
    $ 5,950.0
    $ 7,250.0

    Ai Ml In Media And Entertainment Size

    AI/ML in Media and Entertainment Market Growth Projections and Opportunities

    AI/ML in Media and Entertainment Market is firmly enmeshed in the fabric of digital transformation sweeping across content creation, distribution, and audience engagement. Applied AI/ML technologies in this sector cut across a wide range of uses such as content recommendation systems, personalized content creation, predictive analytics and immersive experiences. Several drivers underscore the dynamic nature of this market, which include industry commitment to innovation, changing consumer tastes and demands for efficient content management. One primary driver shaping the market dynamics of AI/ML in Media and Entertainment is the relentless pursuit of enhanced content recommendation and discovery. Herein AI algorithms scrutinize user preferences, viewing history, demographic data thus delivering personalized recommendations that make customer experience more engaging and satisfying. Overall viewing habits that are influenced by artificial intelligence (AI) help predict preferences for contents like shows, movies or music that are congruent with viewers’ satisfaction as well as longer periods of engagement enabling deeper relations between creators of contents and their audiences. The evolution of content creation and production workflows significantly influences the market dynamics of AI/ML in Media and Entertainment. AI applications streamline various aspects of content creation from script writing to video editing to animation to special effects. Streamlining these processes can be done by machine learning algorithms improving production efficiency while augmenting creativity. In addition to speeding up the production cycle time line, infusion of AI into content development opens up new avenues for storytelling and visual experiences thereby pushing creative boundaries within industry. Furthermore, the demand for data-driven insights and predictive analytics significantly influences the market dynamics around AI/ML technology in media & entertainment sphere. Through employing AI technologies media enterprises can study audience behavior forecast how a particular piece will do among other narratives on screen by using big data analysis processes. Machine Learning models take huge volumes of information then they identify trends so as to project future audience interest thus helping inform decisions that cover all aspects concerned with designing or distributing some brand’s products or services across multiple channels. Based on data analytics, AI provides actionable insights into decision-making, efficient content strategies and resource allocation in the industry.

    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 Analysis
        1. Global AI/ML in Media and Entertainment Market, by Solution
        2. Global AI/ML in Media and Entertainment Market, by Application
        3. Global AI/ML in Media and Entertainment Market, by End User
        4. Global AI/ML in Media and Entertainment Market, by Region
    3. Market Introduction
      1. Definition
      2. Scope of the Study
      3. Market Structure
      4. Key Buying Criteria
      5. Macro Factor Indicator Analysis
    4. Research Methodology
      1. Research Process
      2. Primary Research
      3. Secondary Research
      4. Market Size Estimation
      5. Forecast Model
      6. List of Assumptions
    5. MARKET DYNAMICS
      1. Introduction
      2. Drivers
        1. The increasing demand for personalized content
        2. The growth of streaming services
        3. Driver impact analysis
      3. Restraints
        1. The ethical implications of using AI
        2. Restraint impact analysis
      4. Opportunities
        1. The potential for new business models
        2. The potential to increase efficiency
      5. Challenges
        1. Data Concern
      6. Covid-19 Impact Analysis
        1. Impact on market
        2. Impact on Media and Entertainment
        3. YOY growth 2020-2022
    6. COVID-19 IMPACT ON SUPPLY CHAIN MARKET FACTOR ANALYSIS
      1. Value Chain Analysis/Supply Chain Analysis
      2. Porter’s Five Forces Model
        1. Bargaining Power of Suppliers
        2. Bargaining Power of Buyers
        3. Threat of New Entrants
        4. Threat of Substitutes
        5. Intensity of Rivalry
    7. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION
      1. Introduction
      2. Hardware/Equipment
      3. Services
    8. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
      1. Introduction
      2. Gaming
      3. Fake Story Detection
      4. Plagiarism Detection
      5. Personalization
      6. Production Planning & Management
      7. Sales & Marketing
      8. Talent Identification
      9. Content Capture
      10. Others
    9. 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
    10. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE ESTIMATION & FORECAST, BY REGION
      1. Introduction
      2. North America
        1. Market Estimates & Forecast, by Country, 2018-2032
        2. Market Estimates & Forecast, by Solution, 2018-2032
        3. Market Estimates & Forecast, by Application, 2018-2032
        4. Market Estimates & Forecast, by End User, 2018-2032
        5. US
        6. Canada
        7. Mexico
      3. Europe
        1. Market Estimates & Forecast, by Country, 2018-2032
        2. Market Estimates & Forecast, by Solution, 2018-2032
        3. Market Estimates & Forecast, by Application, 2018-2032
        4. Market Estimates & Forecast, by End User, 2018-2032
        5. UK
        6. Germany
        7. France
        8. Italy
        9. Spain
        10. Rest of Europe
      4. Asia-Pacific
        1. Market Estimates & Forecast, by Country, 2018-2032
        2. Market Estimates & Forecast, by Solution, 2018-2032
        3. Market Estimates & Forecast, by Application, 2018-2032
        4. Market Estimates & Forecast, by End User, 2018-2032
        5. China
        6. Japan
        7. India
        8. South Korea
        9. Rest of Asia-Pacific
      5. Rest of the World
        1. Market Estimates & Forecast, by Product, 2018-2032
        2. Market Estimates & Forecast, by Solution, 2018-2032
        3. Market Estimates & Forecast, by Application, 2018-2032
        4. Market Estimates & Forecast, by End User, 2018-2032
        5. Middle East
        6. Africa
        7. Latin America
    11. Competitive Landscape
      1. Introduction
      2. Key Developments & Growth Strategies
      3. Competitor Benchmarking
      4. Vendor Share Analysis, 2022(% Share)
    12. COMPANY PROFILES
      1. Amazon Web Services, Inc.
        1. Company Overview
        2. Financial Overview
        3. Products/ Solutions/ Services Offerred
        4. Key Market Developments
        5. SWOT Analysis
        6. Key Strategies
      2. Gearhouse South Africa PTY Ltd
      3. GRAVITY MEDIA
      4. GrayMeta
      5. IBM Corporation
      6. LMG LLC
      7. Matchroom Sport Ltd.
      8. Production Resource Group, L.L.C
      9. Synthesia Ltd
      10. Valossa Labs Ltd
      11. VERITONE, INC.
      12. TAIT
      13. Sportway AB
      14. EVS Broadcast Equipment S.A
      15. Hudi
        1. Company Overview
        2. Financial Overview
        3. Solution/Services Offered
        4. Key Developments
        5. SWOT Analysis
        6. Key Strategies
    13. List of Tables and Figures
      1. LIST OF TABLES
      2. TABLE 1 MARKET SYNOPSIS
      3. TABLE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      4. TABLE 3 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      5. TABLE 4 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      6. TABLE 5 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2018–2032 (USD MILLION)
      7. TABLE 6 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      8. TABLE 7 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      9. TABLE 8 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      10. TABLE 9 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      11. TABLE 10 US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      12. TABLE 11 US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      13. TABLE 12 US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      14. TABLE 13 CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      15. TABLE 14 CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      16. TABLE 15 CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      17. TABLE 16 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      18. TABLE 17 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      19. TABLE 18 MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      20. TABLE 19 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      21. TABLE 20 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      22. TABLE 21 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      23. TABLE 22 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      24. TABLE 23 UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      25. TABLE 24 UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      26. TABLE 25 UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      27. TABLE 26 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      28. TABLE 27 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      29. TABLE 28 GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      30. TABLE 29 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      31. TABLE 30 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      32. TABLE 31 FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      33. TABLE 32 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      34. TABLE 33 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      35. TABLE 34 SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      36. TABLE 35 ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      37. TABLE 36 ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      38. TABLE 37 ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      39. TABLE 38 REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      40. TABLE 39 REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      41. TABLE 40 REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      42. TABLE 41 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      43. TABLE 42 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      44. TABLE 43 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      45. TABLE 44 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      46. TABLE 45 CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      47. TABLE 46 CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      48. TABLE 47 CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      49. TABLE 48 JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      50. TABLE 49 JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      51. TABLE 50 JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      52. TABLE 51 INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      53. TABLE 52 INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      54. TABLE 53 INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      55. TABLE 54 SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      56. TABLE 55 SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      57. TABLE 56 SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      58. TABLE 57 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      59. TABLE 58 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      60. TABLE 59 REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      61. TABLE 60 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      62. TABLE 61 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      63. TABLE 62 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      64. TABLE 63 REST OF THE WORLD CAMERA MARKET, BY END USER, 2018–2032 (USD MILLION)
      65. TABLE 64 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      66. TABLE 65 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      67. TABLE 66 MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      68. TABLE 67 AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      69. TABLE 68 AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      70. TABLE 69 AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      71. TABLE 70 LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      72. TABLE 71 LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      73. TABLE 72 LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      74. TABLE 73 BUSINESS EXPANSIONS/PRODUCT LAUNCHES
      75. TABLE 74 PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS
      76. TABLE 77 GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
      77. TABLE 78 GEARHOUSE SOUTH AFRICA PTY LTD : KEY DEVELOPMENT
      78. TABLE 79 GRAVITY MEDIA : PRODUCTS OFFERED
      79. TABLE 80 GRAVITY MEDIA : KEY DEVELOPMENT
      80. TABLE 81 GRAYMETA : PRODUCTS OFFERED
      81. TABLE 82 GRAYMETA : KEY DEVELOPMENT
      82. TABLE 83 IBM CORPORATION : PRODUCTS OFFERED
      83. TABLE 84 IBM CORPORATION : KEY DEVELOPMENT
      84. TABLE 85 LMG LLC : PRODUCTS OFFERED
      85. TABLE 86 LMG LLC : KEY DEVELOPMENT
      86. TABLE 87 MATCHROOM SPORT LTD. : PRODUCTS OFFERED
      87. TABLE 88 MATCHROOM SPORT LTD. : KEY DEVELOPMENT
      88. TABLE 89 PRODUCTION RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
      89. TABLE 90 PRODUCTION RESOURCE GROUP, L.L.C : KEY DEVELOPMENT
      90. TABLE 91 SYNTHESIA LTD : PRODUCTS OFFERED
      91. TABLE 92 SYNTHESIA LTD : KEY DEVELOPMENT
      92. TABLE 93 VERITONE, INC. : PRODUCTS OFFERED
      93. TABLE 94 VERITONE, INC. : KEY DEVELOPMENT
      94. TABLE 95 TAIT : PRODUCTS OFFERED
      95. TABLE 96 TAIT : KEY DEVELOPMENT
      96. TABLE 99 INTELLIMIZE : PRODUCTS OFFERED
      97. TABLE 100 INTELLIMIZE : KEY DEVELOPMENT
      98. TABLE 101 VALOSSA LABS LTD : PRODUCTS OFFERED
      99. TABLE 102 VALOSSA LABS LTD : KEY DEVELOPMENT LIST OF FIGURES
      100. FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
      101. FIGURE 2 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: MARKET STRUCTURE
      102. FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES
      103. FIGURE 4 NORTH AMERICA: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
      104. FIGURE 5 EUROPE: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
      105. FIGURE 6 ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
      106. FIGURE 7 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION (2022 VS 2032)
      107. FIGURE 8 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
      108. FIGURE 9 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY END USER (2022 VS 2032)
      109. FIGURE 10 MARKET DYNAMIC ANALYSIS OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
      110. FIGURE 11 DRIVER IMPACT ANALYSIS
      111. FIGURE 12 RESTRAINT IMPACT ANALYSIS
      112. FIGURE 13 VALUE CHAIN: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
      113. FIGURE 14 Porter's Five Forces Analysis OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
      114. FIGURE 15 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 (% SHARE)
      115. FIGURE 16 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 VS 2032 (USD MILLION)
      116. FIGURE 17 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022 (% SHARE)
      117. FIGURE 18 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022 VS 2032 (USD MILLION)
      118. FIGURE 19 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022 (% SHARE)
      119. FIGURE 20 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022 VS 2032 (USD MILLION)
      120. FIGURE 21 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 (% SHARE)
      121. FIGURE 22 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
      122. FIGURE 23 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
      123. FIGURE 24 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
      124. FIGURE 25 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
      125. FIGURE 26 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
      126. FIGURE 27 NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
      127. FIGURE 28 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
      128. FIGURE 29 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
      129. FIGURE 30 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
      130. FIGURE 31 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
      131. FIGURE 32 EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
      132. FIGURE 33 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
      133. FIGURE 34 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
      134. FIGURE 35 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
      135. FIGURE 36 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
      136. FIGURE 37 ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
      137. FIGURE 38 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
      138. FIGURE 39 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
      139. FIGURE 40 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
      140. FIGURE 41 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
      141. FIGURE 42 REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
      142. FIGURE 43 GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: COMPETITIVE BENCHMARKING
      143. FIGURE 44 VENDOR SHARE ANALYSIS (2022) (%)
      144. FIGURE 45 GEARHOUSE SOUTH AFRICA PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
      145. FIGURE 46 GEARHOUSE SOUTH AFRICA PTY LTD : SWOT ANALYSIS
      146. FIGURE 47 GRAVITY MEDIA : FINANCIAL OVERVIEW SNAPSHOT
      147. FIGURE 48 GRAVITY MEDIA : SWOT ANALYSIS
      148. FIGURE 49 GRAYMETA : FINANCIAL OVERVIEW SNAPSHOT
      149. FIGURE 50 GRAYMETA : SWOT ANALYSIS
      150. FIGURE 51 IBM CORPORATION : FINANCIAL OVERVIEW SNAPSHOT
      151. FIGURE 52 IBM CORPORATION : SWOT ANALYSIS
      152. FIGURE 53 LMG LLC : FINANCIAL OVERVIEW SNAPSHOT
      153. FIGURE 54 LMG LLC : SWOT ANALYSIS
      154. FIGURE 55 MATCHROOM SPORT LTD. : FINANCIAL OVERVIEW SNAPSHOT
      155. FIGURE 56 MATCHROOM SPORT LTD. : SWOT ANALYSIS
      156. FIGURE 57 PRODUCTION RESOURCE GROUP, L.L.C : FINANCIAL OVERVIEW SNAPSHOT
      157. FIGURE 58 PRODUCTION RESOURCE GROUP, L.L.C : SWOT ANALYSIS
      158. FIGURE 59 SYNTHESIA LTD : FINANCIAL OVERVIEW SNAPSHOT
      159. FIGURE 60 SYNTHESIA LTD : SWOT ANALYSIS
      160. FIGURE 61 VERITONE, INC. : FINANCIAL OVERVIEW SNAPSHOT
      161. FIGURE 62 VERITONE, INC. : SWOT ANALYSIS
      162. FIGURE 63 TAIT : FINANCIAL OVERVIEW SNAPSHOT
      163. FIGURE 64 TAIT : SWOT ANALYSIS
      164. FIGURE 67 INTELLIMIZE : FINANCIAL OVERVIEW SNAPSHOT
      165. FIGURE 68 INTELLIMIZE : SWOT ANALYSIS
      166. FIGURE 69 VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
      167. FIGURE 70 VALOSSA LABS LTD : SWOT ANALYSIS

    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
    Infographic

    Free Sample Request

    Kindly complete the form below to receive a free sample of this Report

    Get Free Sample

    Customer Strories

    “I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.”

    Victoria Milne

    Founder
    Case Study
    Chemicals and Materials