表紙:メディア・エンターテインメント向け人工知能(AI)の世界市場:2023-2030年
市場調査レポート
商品コード
1380451

メディア・エンターテインメント向け人工知能(AI)の世界市場:2023-2030年

Global Artificial Intelligence (AI) in Media & Entertainment Market 2023-2030

出版日: | 発行: Orion Market Research | ページ情報: 英文 130 Pages | 納期: 2~3営業日

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価格
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本日の銀行送金レート: 1USD=157.14円
メディア・エンターテインメント向け人工知能(AI)の世界市場:2023-2030年
出版日: 2023年10月01日
発行: Orion Market Research
ページ情報: 英文 130 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のメディア・エンターテインメント向けAI市場は、予測期間中(2023-2030年)にCAGR 12.8%で成長すると予測されています。メディア・エンターテインメントの企業は、変化する市場の要求と顧客の要求に応えるためにAIを採用しています。人工知能は今や業界の一部であり、様々な役割を担っています。メディア・エンターテインメント産業の進化と多様化は、顧客向けのメディアコンテンツのパーソナライズ、字幕の生成、独自の編集ツールやフィルターの作成など、さまざまなプロセスへのAIアプリケーションやソフトウェアの採用を刺激しています。

セグメント別の展望

メディア・エンターテインメント向けAIの世界市場において、ゲームサブセグメントが大きなシェアを占めると予想される

アプリケーションの中でも、ゲームサブセグメントは世界のメディア・エンターテインメント向けAI市場でかなりのシェアを占めると予想されています。このセグメントの成長は、拡張現実と仮想現実ゲームに対する世界の人気と需要の高まりに起因しています。AIの専門家は、高度なモデルを使用してインタラクティブな仮想世界を作成することによってこれを実現します。ゲームはMLアルゴリズムに支えられており、プレイヤーの体験を向上させ、勝つことを難しくしています。これにより、プレイヤーはゲームと常に変化するコンテンツに夢中になります。そのため、各社はAIベースのゲームの市場開拓に力を入れています。例えば、2023年6月、MoonlanderAIは没入型3Dゲームと体験を構築するためのAI搭載プラットフォームのリリースを発表しました。このプラットフォームは、最新の大規模言語モデル(LLM)、機械学習アルゴリズム、生成拡散モデルを活用し、ゲーム開発パイプラインを効率化します。その目的は、開発者が高品質の没入型体験、3D環境、メカニクス、アニメーションを簡単に設計・生成できるようにすることです。また、「text-2-game」機能を搭載しており、誰でもテキスト記述に基づいて3Dゲームを開発することができます。

地域別展望

メディア・エンターテインメント向けAIの世界市場は、北米(米国、カナダ)、欧州(英国、イタリア、スペイン、ドイツ、フランス、その他欧州地域)、アジア太平洋地域(インド、中国、日本、韓国、その他アジア地域)、その他世界地域(中東とアフリカ、南米)を含む地域別にさらに細分化されます。なかでもアジア太平洋地域は、同地域の企業による提携や合併、その他の投資活動が活発化していることから、世界全体で大きなシェアを占めると予想されています。例えば、2023年3月、AIやその他の技術を駆使したゲーム会社であるMetagame Industries社は、ロールプレイング機能を備えた新しいオンラインアクションビデオゲーム「Abyss World」を発売するため、Mysten Labs Company社との協業を発表しました。

世界のメディア・エンターテインメント向けAI市場において北米地域が大幅なCAGRで成長する見込み

すべての地域の中で、北米地域は予測期間中にかなりのCAGRで成長すると予想されています。この地域の成長は、企業による製品発売や投資活動の増加に起因しています。例えば、2023年5月、エヌビディアは、ゲーム体験を豊かにするために設計された斬新なAI技術の発売を発表しました。この技術は、物語や対話への没入感を高め、魅力的なゲーム環境を促進することを目的としています。NVIDIA ACE for Gamesと名付けられたこの斬新なソリューションは、ゲーム環境にジェネレーティブAIをスムーズに融合させます。これは主に、非プレイアブルキャラクター(NPC)を、あらかじめ設定された相互作用の制約を超えて、プレイヤーとの流動的な会話が可能な複雑な存在へと進化させることに集中しています。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • Agile Sports Technologies, Inc.(Hudl)
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Amazon Web Services, Inc.
    • 会社概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • IBM Corp.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • 主要戦略分析

第4章 市場セグメンテーション

  • メディア・エンターテインメント向けAIの世界市場:ソリューション別
    • ハードウェア/機器
    • サービス
  • メディア・エンターテインメント向けAIの世界市場:アプリケーション別
    • ゲーム
    • スポーツ自動制作(映像制作、放送・ライブストリーミング、アナリティクス)
    • 販売・マーケティング
    • コンテンツキャプチャ
    • パーソナライゼーション
    • その他(タレント識別、フェイクストーリー認識、盗作検出)

第5章 地域分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • 世界のその他の地域

第6章 企業プロファイル

  • AISportsWatch GmbH
  • AutomaticTV
  • EMG Group Plc
  • EVS Broadcast Equipment S.A.
  • Gearhouse Group
  • Gravity Media
  • GrayMeta Inc.
  • International Business Machines Corp.
  • LMG, LLC
  • Matchroom Sport Ltd.
  • PlaySight Interactive Ltd.
  • Production Resource Group, LLC
  • Sportway AB
  • Synthesia Ltd.
  • Valossa Labs Ltd.
  • Veritone, Inc.
図表

LIST OF TABLES

  • 1. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 2. GLOBAL AI HARDWARE/ EQUIPMENT MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION,2022-2030 ($ MILLION)
  • 3. GLOBAL AI SERVICES MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 4. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 5. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR GAMING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 6. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SPORTS AUTOMATIC PRODUCTIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 7. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SALES AND MARKETING MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 8. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR CONTENT CAPTURE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 9. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR PERSONALIZATION MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 10. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 11. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)
  • 12. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 13. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 14. NORTH AMERICAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 15. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 16. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 17. EUROPEAN AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 18. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 19. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 20. ASIA- PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)
  • 21. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)
  • 22. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY SOLUTION , 2022-2030 ($ MILLION)
  • 23. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2022-2030 ($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY SOLUTION, 2022 VS 2030 (%)
  • 2. GLOBAL AI HARDWARE/ EQUIPMENT MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 3. GLOBAL AI SERVICES MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 4. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY APPLICATION, 2022 VS 2030 (%)
  • 5. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR GAMING MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 6. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SPORTS AUTOMATIC PRODUCTIONS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 7. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR SALES AND MARKETING MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 8. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR CONTENT CAPTURE MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 9. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR PERSONALIZATION MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 10. GLOBAL AI IN MEDIA & ENTERTAINMENT FOR OTHER APPLICATIONS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 11. GLOBAL AI IN MEDIA & ENTERTAINMENT MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 12. US AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 13. CANADA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 14. UK AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 15. FRANCE AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 16. GERMANY AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 17. ITALY AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 18. SPAIN AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 19. REST OF EUROPE AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 20. INDIA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 21. CHINA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 22. JAPAN AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 23. SOUTH KOREA AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 24. REST OF ASIA-PACIFIC AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
  • 25. REST OF THE WORLD AI IN MEDIA & ENTERTAINMENT MARKET SIZE, 2022-2030 ($ MILLION)
目次
Product Code: OMR2027758

Title: Global Artificial Intelligence (AI) in Media & Entertainment Market Size, Share & Trends Analysis Report by Solutions (Hardware/ Equipment, and Services), and by Application (Gaming, Sports Automatic Productions, Sales and Marketing, Content Capture, Personalization, and Others)Forecast Period (2023-2030).

The global AI in media & entertainment market is anticipated to grow at a CAGR of 12.8% during the Forecast Period (2023-2030). The media and entertainment houses are adopting AI to cater to the changing market demands and customer requirements. Artificial intelligence is now a part of the industry and has varied roles. The evolution and diversification of the media and entertainment industry stimulate the adoption of AI applications and software for various processes such as the personalization of media content for customers, the generation of subtitles, and the creation of unique editing tools and filters.

Segmental Outlook

The global AI in media & entertainment market is segmented on the type and technology. Based on the solutions, the market is sub-segmented into hardware/equipment and services. And based on the application, the market is sub-segmented into gaming, sports automatic productions, sales and marketing, content capture, personalization and other. Among the application, the sales and marketing sub-segment is anticipated to hold a considerable share of the market, owing to increasing demand for better and correct understanding customer behavioral patterns and using feedback to create compelling content. For instance, in May 2023, according to a survey report by martech, shows that 73.0% of marketing executives are already using generative AI for B2B and B2C marketing. Businesses from different industries use AI for marketing. The entertainment and media industry can hugely benefit from partnering with an artificial intelligence consulting firm to streamline its sales and marketing strategies.

The Gaming Sub-Segment is Anticipated to Hold a Considerable Share of the Global AI in Media & Entertainment Market

Among the application, the gaming sub-segment is expected to hold a considerable share of the global AI in Media & Entertainment market. The segmental growth is attributed to the rising popularity and demand for augmented reality and virtual reality games globally. AI experts achieve this by using advanced models to create interactive virtual worlds. The games are backed by ML algorithms to enhance the experience for players and make it harder to win. This keeps them hooked to the game and its constantly-changing content. Hence, companies are focusing on development of AI based games in the market. For instance, in June 2023, MoonlanderAI announced release of its AI-powered platform for building immersive 3D games and experiences. The platform leverages updated large language models (LLMs), machine learning algorithms, and generative diffusion models to streamline the game development pipeline. The goal is to empower developers to easily design and generate high-quality immersive experiences, 3D environments, mechanics, and animations. It includes a "text-2-game" feature that lets just about anybody develop a 3D game based on a text description.

Regional Outlook

The global AI in Media & Entertainment market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, the Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to increasing partnership, merger and other investing activities by the companies in the region. For instance, in March 2023, Metagame Industries, an AI and other tech-empowered gaming company announced its collaboration with Mysten Labs Company to launch a new online action video game, Abyss World with role-playing features.

The North America Region is Expected to Grow at a Significant CAGR in the Global AI in Media & Entertainment Market

Among all regions, the North America region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to increasing product launches and investing activities by the companies. For instance, in May 2023, NVIDIA, announced the launch of a novel AI technology designed to enrich the gaming experience. This technology is aimed at enriching narrative and dialogue immersion, thus facilitating an engaging gaming ambiance. The novel solution, named NVIDIA ACE for Games, smoothly amalgamates generative AI into the gaming environments. It primarily concentrates on evolving non-playable characters (NPCs) into intricate entities capable of fluid conversations with players beyond the constraints of preset interactions.

Market Players Outlook

The major companies serving the AI in media & entertainment market include: AISportsWatch GmbH, AutomaticTV, EMG Group Plc, EVS Broadcast Equipment S.A., Gearhouse Group., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in September 2023, Quickplay announced that it is partnering with Google Cloud to harness the power of generative AI to create new opportunities for consumer engagement, satisfaction and monetization for the media and entertainment industry. Quickplay's partnership with Google Cloud is designed to unlock a multitude of opportunities that can improve consumer satisfaction and bottom-line results. These includes, augmented ad campaigns, optimal ad insertion points, deep metadata for enhanced discovery, recommendations, automatic clips/highlights generation, multiple length synopses, subtitle translations, conversational content discovery, and other.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global AI in media & entertainment market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Agile Sports Technologies, Inc. (Hudl )
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Amazon Web Services, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. IBM Corp.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global AI in Media & Entertainment Market by Solution
    • 4.1.1. Hardware/ Equipment
    • 4.1.2. Services
  • 4.2. Global AI in Media & Entertainment Market by Application
    • 4.2.1. Gaming
    • 4.2.2. Sports Automatic Productions (Video Production, Broadcasting & Live Streaming and Analytics)
    • 4.2.3. Sales and Marketing
    • 4.2.4. Content Capture
    • 4.2.5. Personalization
    • 4.2.6. Other (Talent Identification, Fake Story Recognition and Plagiarized Detection)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. AISportsWatch GmbH
  • 6.2. AutomaticTV
  • 6.3. EMG Group Plc
  • 6.4. EVS Broadcast Equipment S.A.
  • 6.5. Gearhouse Group
  • 6.6. Gravity Media
  • 6.7. GrayMeta Inc.
  • 6.8. International Business Machines Corp.
  • 6.9. LMG, LLC
  • 6.10. Matchroom Sport Ltd.
  • 6.11. PlaySight Interactive Ltd.
  • 6.12. Production Resource Group, LLC
  • 6.13. Sportway AB
  • 6.14. Synthesia Ltd.
  • 6.15. Valossa Labs Ltd.
  • 6.16. Veritone, Inc.