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市場調査レポート
商品コード
1099856
メディアとエンターテインメントにおけるAIの世界市場規模調査:ソリューション別、アプリケーション別、地域別予測(2022年~2028年)Global AI In Media & Entertainment Market Size study, By Solution, By Application and Regional Forecasts 2022-2028 |
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メディアとエンターテインメントにおけるAIの世界市場規模調査:ソリューション別、アプリケーション別、地域別予測(2022年~2028年) |
出版日: 2022年06月28日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2~3営業日
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世界のメディアとエンターテインメントにおけるAIの市場規模は、2021年に約108億7,000万米ドルとなり、予測期間(2022年~2028年)中に26.9%以上のCAGRで成長すると予測されています。
メディアとエンターテインメント業界における仮想環境の創造に対する人気の高まりや、高精細なビジュアルやリアルタイムの仮想環境を生成する能力などが、メディアとエンターテインメントにおけるAI市場を牽引しています。
当レポートでは、世界のメディアとエンターテインメントにおけるAI市場について調査分析し、市場力学、業界分析、市場分析、競合情報など、体系的な情報を提供しています。
List of figures
Global AI In Media & Entertainment Market is valued approximately USD 10.87 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 26.9% over the forecast period 2022-2028. Artificial intelligence (AI) applications in gaming, false story recognition, plagiarism detection, production planning and management, customization, sales and marketing, talent acquisition, and other sectors are accelerating the worldwide AI in the media and entertainment sector. The market is being driven by the rising popularity of virtual creation in the media and entertainment industries, as well as its capacity to generate high-definition visuals and real-time virtual environments. Furthermore, favourable government measures are projected to have a positive influence on sector growth. In athletic events, AI algorithms are utilized to detect objects and actions. It may also employ drone video to generate intriguing content and in-depth sports commentary in its broadcasts. For example, Netflix, a well-known platform, has integrated AI technology in order to provide a more customised experience to its subscribers. This AI-powered solution will automatically complete numerous machine learning pipelines that provide suggestions for shows/movies/programs. The media and entertainment industries are experiencing unprecedented transformation. For example, in June 2020, Epic Games, Inc.'s Unreal Engine 4.25, a PlayStation programme, was improved and the advanced version was released. An unreal engine is a piece of VFX software used for developing, pre-visualizing, and visual editing effects in real time. Furthermore, significant attempts are being made by film-making businesses, such as 20th Century Fox, who employed IBM's AI system, Watson, to generate a trailer for the horror thriller "Morgan." However, threat of Cyber attacks impedes the growth of the market over the forecast period of 2022-2028.
The key regions considered for the Global AI In Media & Entertainment Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America emerged as the market leader. This expansion was mostly owing to corporations' large spending in R&D for developing AI-based virtual production software solutions. One of the most notable developments observed in the region is the use of AI for voice and speech recognition. Furthermore, Asia Pacific is expected to have the greatest CAGR during the predicted period.
Major market player included in this report are:
Amazon Web Services, Inc.
EMG
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.
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Solution:
Hardware/Equipment
Services
By Application:
Gaming
Personalization
Fake Story Detection
Plagiarism Detection
Production Planning & Management
Sales & Marketing
Talent Identification
Content Capture
Sports Automatic Productions
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year - 2018, 2019, 2020
Base year - 2021
Forecast period - 2022 to 2028
Target Audience of the Global AI In Media & Entertainment Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors