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    AI/ML in Media and Entertainment Market Share

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

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

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    Market Share

    AI/ML in Media and Entertainment Market Share Analysis

    It has been noticed is that AI/ML in media and entertainment sector is a fast-changing segment which has completely altered the production, distribution and consumption of content across the industry. One recent trend within this market has been the use of AI/ML for content recommendation and personalization. Streaming platforms and content providers alike rely on machine learning algorithms to study user preferences, viewing history and engagement patterns hence delivering tailor-made content recommendations that will enhance a users’ experience thus keeping them satisfied hence enhancing their client retention rates; this mirrors how the industry as a whole aims at offering custom made and intriguing experiences towards its customers within a fiercely competitive media environment.

    Equally important is the fact that more focus is being put on using AI for creating and producing contents in AI/ML in Media & Entertainment. Some roles performed by artificial intelligence are script analysis, video editing, automated content generation among others by media organizations. Consequently, this will facilitate easiness in production processes while lowering costs by providing creators with tools to help generate quality engaging content.

    Another area of significance is how AI/ML influences virtual reality (VR) and augmented reality (AR). In such cases, AI algorithms provide real-time analyses of user interactions, track movements, adapt contents to make them more immersive. For example, it enhances everything from gaming or simulations to virtual tours or live events thereby creating much more realistic interactive virtual experiences.

    AI/ML in Media & Entertainment also experienced development as far as concerns related to moderation of content or censorship issues are concerned. In addition; there are algorithm-based systems used by social networks e.g., Facebook Inc., Twitter Inc., YouTube among others which scan through uploaded videos clips plus photos then purge out harmful ones from circulation. This way they guarantee safe users’ environment by all means so long as they comply with certain terms like prohibited materials on restricted sites.

    With regard to expanding data explosion within media industry; this market was observed trending towards AI-based data analytics and an audience’s insights. Artificial intelligence algorithms help media companies analyze huge volumes of data like market research, social media trends, audience behavior which is important in making informed decisions. It means that this pattern would facilitate a content strategy optimization raising the audience engagement level as well as enhancing business decisions.

    Market Summary

    Market Trends

    Increasing demand for analytics and ML

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

    AI/ML in Media and Entertainment Market Market Drivers

    Market Segment Insights

    AI/ML in Media and Entertainment Market - Segment Insights

    AI/ML in Media and Entertainment Market - Solutions

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

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

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

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

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

    AI/ML in Media and Entertainment Market - Application Insights

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

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

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

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

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

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

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

    Regional Insights

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

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

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

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

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

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

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

    Key Players and Competitive Insights

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

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

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

    Industry Developments

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

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

    Market Segmentation

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

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

    AI/ML in Media and Entertainment Market - Regional Outlook

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

    AI/ML in Media and Entertainment Market - Solutions Outlook

    • Hardware/Equipment
    • Services

    AI/ML in Media and Entertainment Market - Application Outlook

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

    Report Scope

    Report Attribute/Metric Details
    Market Size 2024 21.63 (USD Billion)
    Market Size 2025 28.54 (USD Billion)
    Market Size 2035 455.60 (USD Billion)
    Compound Annual Growth Rate (CAGR) 31.92% (2025 - 2035)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2035
    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.

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    Latest Comments

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

    Posted on July 23, 2025, 10:15 AM
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    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. EXECUTIVE SUMMARY
      1. Market Attractiveness
        1. Global AI/ML in Media and Entertainment Market, by Solution
        2. Global AI/ML in Media and Entertainment Market, by Application
      2. Analysis
      3. 1.1.3.
    2. Global AI/ML in Media and Entertainment Market, by End User
    3. Global AI/ML
    4. in Media and Entertainment Market, by Region
    5. MARKET INTRODUCTION
      1. 2.1.
      2. Definition
      3. Scope of the Study
      4. Market Structure
      5. Key
      6. Buying Criteria
      7. Macro Factor Indicator Analysis
    6. RESEARCH METHODOLOGY
      1. Research Process
      2. Primary Research
      3. Secondary Research
      4. Market Size Estimation
      5. Forecast Model
      6. List of Assumptions
    7. MARKET DYNAMICS
      1. Introduction
      2. Drivers
        1. The increasing
        2. The growth of streaming services
        3. Driver impact analysis
      3. demand for personalized content
      4. Restraints
        1. The ethical implications
        2. Restraint impact analysis
      5. of using AI
      6. Opportunities
        1. The potential to increase efficiency
      7. 4.4.1.
      8. The potential for new business models
      9. Challenges
        1. Data Concern
      10. Covid-19 Impact Analysis
        1. Impact on market
        2. Impact on Media and Entertainment
      11. 4.6.3.
      12. YOY growth 2020-2022
    8. COVID-19 IMPACT ON SUPPLY CHAIN MARKET FACTOR ANALYSIS
      1. Value Chain Analysis/Supply Chain Analysis
      2. Porter’s Five
        1. Bargaining Power of Suppliers
        2. Bargaining Power
        3. Threat of New Entrants
        4. Threat of Substitutes
        5. Intensity of Rivalry
      3. Forces Model
      4. of Buyers
    9. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY SOLUTION
      2. Introduction
      3. Hardware/Equipment
      4. Services
    10. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
      1. Introduction
      2. Gaming
      3. Fake Story Detection
      4. Plagiarism Detection
      5. 7.5.
      6. Personalization
      7. Production Planning & Management
      8. Sales &
      9. Marketing
      10. Talent Identification
      11. Content Capture
      12. Others
    11. 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
    12. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    13. MARKET SIZE ESTIMATION & FORECAST, BY REGION
      1. Introduction
        1. Market Estimates & Forecast, by Country, 2018-2032
        2. Market Estimates & Forecast, by Solution, 2018-2032
        3. Market
        4. Market Estimates
        5. US
        6. Canada
        7. Mexico
      2. 9.2.
      3. North America
      4. Estimates & Forecast, by Application, 2018-2032
      5. & Forecast, by End User, 2018-2032
      6. & Forecast, by Solution, 2018-2032
      7. by Application, 2018-2032
      8. User, 2018-2032
      9. by Solution, 2018-2032
      10. 9.2.7.3.
    14. Market Estimates & Forecast, by End User, 2018-2032
      1. Europe
      2. 9.3.1.
    15. Market Estimates & Forecast, by Country, 2018-2032
      1. & Forecast, by Solution, 2018-2032
      2. by Application, 2018-2032
      3. 9.3.6.2.
    16. Market Estimates
    17. Market Estimates & Forecast,
    18. Market Estimates & Forecast, by End User,
    19. UK
    20. Market Estimates & Forecast, by Solution,
    21. Market Estimates & Forecast, by Application, 2018-2032
    22. Market Estimates & Forecast, by End User, 2018-2032
    23. Germany
    24. Market Estimates & Forecast, by Solution, 2018-2032
    25. Market Estimates & Forecast, by Application, 2018-2032
      1. Estimates & Forecast, by End User, 2018-2032
      2. 9.3.7.1.
    26. Market
    27. France
    28. Market Estimates & Forecast, by Solution, 2018-2032
      1. & Forecast, by Application, 2018-2032
      2. by End User, 2018-2032
      3. by Solution, 2018-2032
      4. 9.3.9.3.
    29. Market Estimates
    30. Market Estimates & Forecast,
    31. Italy
    32. Market Estimates & Forecast,
    33. Market Estimates & Forecast, by Application,
    34. Market Estimates & Forecast, by End User, 2018-2032
    35. Spain
    36. Market Estimates & Forecast, by Solution, 2018-2032
    37. Market Estimates & Forecast, by Application, 2018-2032
    38. Market Estimates & Forecast, by End User, 2018-2032
      1. 9.3.10.2.
    39. Rest of Europe
    40. Market Estimates & Forecast, by Solution, 2018-2032
    41. Market Estimates & Forecast, by Application, 2018-2032
      1. Estimates & Forecast, by End User, 2018-2032
      2. 9.4.1.
    42. Market
      1. Asia-Pacific
    43. Market Estimates & Forecast, by Country, 2018-2032
      1. & Forecast, by Solution, 2018-2032
      2. by Application, 2018-2032
      3. 9.4.6.2.
    44. Market Estimates
    45. Market Estimates & Forecast,
    46. Market Estimates & Forecast, by End User,
    47. China
    48. Market Estimates & Forecast, by Solution,
    49. Market Estimates & Forecast, by Application, 2018-2032
    50. Market Estimates & Forecast, by End User, 2018-2032
    51. Japan
    52. Market Estimates & Forecast, by Solution, 2018-2032
    53. Market Estimates & Forecast, by Application, 2018-2032
      1. Estimates & Forecast, by End User, 2018-2032
      2. 9.4.7.1.
    54. Market
    55. India
    56. Market Estimates & Forecast, by Solution, 2018-2032
      1. & Forecast, by Application, 2018-2032
      2. by End User, 2018-2032
      3. Forecast, by Solution, 2018-2032
      4. by Application, 2018-2032
      5. User, 2018-2032
      6. & Forecast, by Solution, 2018-2032
      7. by Application, 2018-2032
      8. User, 2018-2032
      9. by Product, 2018-2032
      10. East
      11. 9.5.5.2.
    57. Market Estimates
    58. Market Estimates & Forecast,
    59. South Korea
    60. Market Estimates &
    61. Market Estimates & Forecast,
    62. Market Estimates & Forecast, by End
    63. Rest of Asia-Pacific
    64. Market Estimates
    65. Market Estimates & Forecast,
    66. Market Estimates & Forecast, by End
      1. Rest of the World
        1. Market Estimates & Forecast,
        2. Market Estimates & Forecast, by Solution,
        3. Market Estimates & Forecast, by Application, 2018-2032
        4. Market Estimates & Forecast, by End User, 2018-2032
        5. Middle
    67. Market Estimates & Forecast, by Application, 2018-2032
      1. Estimates & Forecast, by End User, 2018-2032
      2. 9.5.6.1.
    68. Market
    69. Africa
    70. Market Estimates & Forecast, by Solution, 2018-2032
      1. & Forecast, by Application, 2018-2032
      2. by End User, 2018-2032
      3. & Forecast, by Solution, 2018-2032
      4. by Application, 2018-2032
      5. User, 2018-2032
    71. Market Estimates
    72. Market Estimates & Forecast,
    73. Latin America
    74. Market Estimates
    75. Market Estimates & Forecast,
    76. Market Estimates & Forecast, by End
    77. COMPETITIVE LANDSCAPE
      1. Introduction
      2. 10.2.
      3. Key Developments & Growth Strategies
      4. Competitor Benchmarking
      5. 10.4.
      6. Vendor Share Analysis, 2022(% Share)
    78. COMPANY PROFILES
      1. Amazon
        1. Company Overview
        2. Financial Overview
        3. Products/ Solutions/ Services Offerred
        4. Key Market Developments
        5. SWOT Analysis
        6. Key Strategies
      2. Web Services, Inc.
      3. Gearhouse South Africa
      4. PTY Ltd
      5. GRAVITY MEDIA
      6. GrayMeta
      7. IBM Corporation
      8. LMG LLC
      9. Matchroom Sport Ltd.
      10. Production Resource Group,
      11. L.L.C
      12. Synthesia Ltd
      13. Valossa Labs Ltd
      14. VERITONE,
      15. INC.
      16. TAIT
      17. Sportway AB
      18. EVS Broadcast Equipment
      19. S.A
      20. Hudi
        1. Company Overview
        2. Financial Overview
        3. Solution/Services Offered
        4. Key Developments
        5. Key Strategies
      21. 11.15.5.
      22. SWOT Analysis
    79. LIST OF TABLES
      1. TABLE
    80. MARKET SYNOPSIS
    81. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
      1. SOLUTION, 2018–2032 (USD MILLION)
    82. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    83. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    84. GLOBAL AI/ML
    85. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    86. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2018–2032
      1. (USD MILLION)
    87. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY COUNTRY, 2018–2032 (USD MILLION)
    88. NORTH AMERICA AI/ML IN MEDIA
    89. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    90. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    91. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY END USER, 2018–2032 (USD MILLION)
    92. US AI/ML IN MEDIA AND ENTERTAINMENT
    93. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    94. US AI/ML IN MEDIA
    95. AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      1. TABLE
    96. US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD
      1. MILLION)
    97. CANADA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    98. CANADA AI/ML IN MEDIA AND ENTERTAINMENT
    99. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    100. CANADA AI/ML
    101. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    102. MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
      1. (USD MILLION)
    103. MEXICO AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    104. MEXICO AI/ML IN MEDIA AND ENTERTAINMENT
    105. MARKET, BY END USER, 2018–2032 (USD MILLION)
    106. EUROPE AI/ML IN
    107. MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      1. TABLE
    108. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
      1. (USD MILLION)
    109. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    110. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT
    111. MARKET, BY END USER, 2018–2032 (USD MILLION)
    112. UK AI/ML IN MEDIA
    113. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    114. UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD
      1. MILLION)
    115. UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER,
    116. GERMANY AI/ML IN MEDIA AND ENTERTAINMENT
    117. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    118. GERMANY AI/ML IN
    119. MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    120. GERMANY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
      1. (USD MILLION)
    121. FRANCE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    122. FRANCE AI/ML IN MEDIA AND ENTERTAINMENT
    123. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    124. FRANCE AI/ML
    125. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    126. SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
      1. (USD MILLION)
    127. SPAIN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    128. SPAIN AI/ML IN MEDIA AND ENTERTAINMENT
    129. MARKET, BY END USER, 2018–2032 (USD MILLION)
    130. ITALY AI/ML IN
    131. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    132. ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    133. ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
      1. USER, 2018–2032 (USD MILLION)
    134. REST OF EUROPE AI/ML IN MEDIA
    135. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    136. REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    137. REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY END USER, 2018–2032 (USD MILLION)
    138. ASIA-PACIFIC AI/ML IN MEDIA
    139. AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      1. TABLE 42
    140. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
      1. (USD MILLION)
    141. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY APPLICATION, 2018–2032 (USD MILLION)
    142. ASIA-PACIFIC AI/ML IN
    143. MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
      1. TABLE
    144. CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD
      1. MILLION)
    145. CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    146. CHINA AI/ML IN MEDIA AND ENTERTAINMENT
    147. MARKET, BY END USER, 2018–2032 (USD MILLION)
    148. JAPAN AI/ML IN
    149. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    150. JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    151. JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
      1. USER, 2018–2032 (USD MILLION)
    152. INDIA AI/ML IN MEDIA AND ENTERTAINMENT
    153. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    154. INDIA AI/ML IN
    155. MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    156. INDIA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
      1. (USD MILLION)
    157. SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY SOLUTION, 2018–2032 (USD MILLION)
    158. SOUTH KOREA AI/ML IN MEDIA
    159. AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
      1. TABLE
    160. SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
      1. (USD MILLION)
    161. REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
    162. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    163. REST OF ASIA-PACIFIC
    164. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    165. REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
      1. USER, 2018–2032 (USD MILLION)
    166. REST OF THE WORLD AI/ML IN MEDIA
    167. AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
      1. TABLE 61
    168. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
      1. (USD MILLION)
    169. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY APPLICATION, 2018–2032 (USD MILLION)
    170. REST OF THE WORLD CAMERA
    171. MARKET, BY END USER, 2018–2032 (USD MILLION)
    172. MIDDLE EAST AI/ML
    173. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    174. MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    175. MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT
    176. MARKET, BY END USER, 2018–2032 (USD MILLION)
    177. AFRICA AI/ML IN
    178. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
      1. TABLE
    179. AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    180. AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END
      1. USER, 2018–2032 (USD MILLION)
    181. LATIN AMERICA AI/ML IN MEDIA AND
    182. ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    183. LATIN
    184. AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
      1. (USD MILLION)
    185. LATIN AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY END USER, 2018–2032 (USD MILLION)
    186. BUSINESS EXPANSIONS/PRODUCT
      1. LAUNCHES
    187. PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS
      1. TABLE
    188. GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
    189. GEARHOUSE SOUTH
      1. AFRICA PTY LTD : KEY DEVELOPMENT
    190. GRAVITY MEDIA : PRODUCTS OFFERED
    191. GRAVITY MEDIA : KEY DEVELOPMENT
    192. GRAYMETA : PRODUCTS OFFERED
    193. GRAYMETA : KEY DEVELOPMENT
    194. IBM CORPORATION : PRODUCTS OFFERED
    195. IBM CORPORATION : KEY DEVELOPMENT
    196. LMG LLC : PRODUCTS OFFERED
    197. LMG LLC : KEY DEVELOPMENT
    198. MATCHROOM SPORT LTD. : PRODUCTS
      1. OFFERED
    199. MATCHROOM SPORT LTD. : KEY DEVELOPMENT
    200. PRODUCTION
      1. RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
    201. PRODUCTION RESOURCE GROUP,
      1. L.L.C : KEY DEVELOPMENT
    202. SYNTHESIA LTD : PRODUCTS OFFERED
      1. TABLE
    203. SYNTHESIA LTD : KEY DEVELOPMENT
    204. VERITONE, INC. : PRODUCTS OFFERED
    205. VERITONE, INC. : KEY DEVELOPMENT
    206. TAIT : PRODUCTS OFFERED
    207. TAIT : KEY DEVELOPMENT
    208. INTELLIMIZE : PRODUCTS OFFERED
    209. INTELLIMIZE : KEY DEVELOPMENT
    210. VALOSSA LABS LTD : PRODUCTS
      1. OFFERED
    211. VALOSSA LABS LTD : KEY DEVELOPMENT
    212. LIST OF FIGURES
    213. MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
      1. MARKET
    214. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: MARKET STRUCTURE
    215. BOTTOM-UP AND TOP-DOWN APPROACHES
    216. NORTH AMERICA: AI/ML
      1. IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY
      2. COUNTRY (2022 VS 2032)
    217. EUROPE: AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    218. SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
      1. FIGURE
    219. ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION)
    220. & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    221. GLOBAL AI/ML IN
    222. MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION
      1. (2022 VS 2032)
    223. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE
    224. (USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
      1. FIGURE
    225. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET
      1. SHARE (%), BY END USER (2022 VS 2032)
    226. MARKET DYNAMIC ANALYSIS OF
    227. THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    228. DRIVER IMPACT
      1. ANALYSIS
    229. RESTRAINT IMPACT ANALYSIS
    230. VALUE CHAIN: GLOBAL
    231. AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    232. PORTER'S FIVE FORCES ANALYSIS
    233. OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    234. GLOBAL AI/ML
    235. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 (% SHARE)
    236. GLOBAL
    237. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 VS 2032 (USD MILLION)
    238. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022
      1. (% SHARE)
    239. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION,
    240. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    241. MARKET, BY END USER, 2022 (% SHARE)
    242. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    243. MARKET, BY END USER, 2022 VS 2032 (USD MILLION)
    244. GLOBAL AI/ML IN MEDIA
    245. AND ENTERTAINMENT MARKET, BY REGION, 2022 (% SHARE)
    246. GLOBAL AI/ML
    247. IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
      1. FIGURE
    248. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    249. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022
      1. VS 2032 (USD MILLION)
    250. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT
    251. MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    252. NORTH AMERICA AI/ML
    253. IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
      1. FIGURE
    254. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
      1. (USD MILLION)
    255. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY
      1. COUNTRY, 2022 (% SHARE)
    256. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY COUNTRY, 2022 VS 2032 (USD MILLION)
    257. EUROPE AI/ML IN MEDIA AND
    258. ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    259. EUROPE
    260. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    261. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
      1. (USD MILLION)
    262. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY COUNTRY, 2022 (% SHARE)
    263. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
    264. MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    265. ASIA-PACIFIC AI/ML
    266. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
      1. FIGURE
    267. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032
      1. (USD MILLION)
    268. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
      1. BY END USER, 2022-2032 (USD MILLION)
    269. REST OF THE WORLD AI/ML IN MEDIA
    270. AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    271. REST OF THE
    272. WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    273. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION,
    274. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT
    275. MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    276. REST OF THE WORLD
    277. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
    278. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: COMPETITIVE BENCHMARKING
    279. VENDOR SHARE ANALYSIS (2022) (%)
    280. GEARHOUSE SOUTH AFRICA
      1. PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
    281. GEARHOUSE SOUTH AFRICA PTY
      1. LTD : SWOT ANALYSIS
    282. GRAVITY MEDIA : FINANCIAL OVERVIEW SNAPSHOT
    283. GRAVITY MEDIA : SWOT ANALYSIS
    284. GRAYMETA : FINANCIAL OVERVIEW
      1. SNAPSHOT
    285. GRAYMETA : SWOT ANALYSIS
    286. IBM CORPORATION
      1. : FINANCIAL OVERVIEW SNAPSHOT
    287. IBM CORPORATION : SWOT ANALYSIS
    288. LMG LLC : FINANCIAL OVERVIEW SNAPSHOT
    289. LMG LLC : SWOT
      1. ANALYSIS
    290. MATCHROOM SPORT LTD. : FINANCIAL OVERVIEW SNAPSHOT
      1. FIGURE
    291. MATCHROOM SPORT LTD. : SWOT ANALYSIS
    292. PRODUCTION RESOURCE GROUP,
      1. L.L.C : FINANCIAL OVERVIEW SNAPSHOT
    293. PRODUCTION RESOURCE GROUP, L.L.C
      1. : SWOT ANALYSIS
    294. SYNTHESIA LTD : FINANCIAL OVERVIEW SNAPSHOT
      1. FIGURE
    295. SYNTHESIA LTD : SWOT ANALYSIS
    296. VERITONE, INC. : FINANCIAL OVERVIEW
      1. SNAPSHOT
    297. VERITONE, INC. : SWOT ANALYSIS
    298. TAIT : FINANCIAL
      1. OVERVIEW SNAPSHOT
    299. TAIT : SWOT ANALYSIS
    300. INTELLIMIZE
      1. : FINANCIAL OVERVIEW SNAPSHOT
    301. INTELLIMIZE : SWOT ANALYSIS
      1. FIGURE
    302. VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
    303. VALOSSA LABS LTD
      1. : 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
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    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.”

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    Case Study
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