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AI/ML in Media and Entertainment Market Share

ID: MRFR/ICT/10671-HCR
215 Pages
Aarti Dhapte
February 2026

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), By Region (North America, Europe, Asia-Pacific, Middle East and Africa and South America) - Forecast Till 2035.

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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.

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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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.

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 Market 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)

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 Market 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 - 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

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/AI/ML in Media and Entertainment Market, by Solution
      2. Global AI/AI/ML in Media and Entertainment Market, by Application
    2. Analysis
  2. Global AI/AI/ML in Media and Entertainment Market, by End User
  3. Global AI/ML
  4. AI/ML in Media and Entertainment Market, by Region
  5. MARKET INTRODUCTION
    1. Definition
    2. Scope of the Study
    3. Market Structure
    4. Key
    5. Buying Criteria
    6. 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. The potential for new business models
    8. Challenges
      1. Data Concern
    9. Covid-19 Impact Analysis
      1. Impact on market
      2. Impact on Media and Entertainment
    10. 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/AI/ML in Media and Entertainment Market,
    1. BY SOLUTION
    2. Introduction
    3. Hardware/Equipment
    4. Services
  10. GLOBAL AI/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 &
    8. Marketing
    9. Talent Identification
    10. Content Capture
    11. Others
  11. GLOBAL AI/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 & AI/ML in Media and Entertainment Market, BY REGION
    1. Introduction
      1. Market Estimates & AI/ML in Media and Entertainment Market, by Country, 2018-2032
      2. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
      3. Market
    2. North America
  14. Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  15. Market Estimates
  16. & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  17. US
  18. Market Estimates
  19. & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
    2. User, 2018-2032
    3. by Solution, 2018-2032
  20. Market Estimates & AI/ML in Media and Entertainment Market,
  21. Market Estimates & AI/ML in Media and Entertainment Market, by End
  22. Canada
  23. Market Estimates & AI/ML in Media and Entertainment Market,
  24. Market Estimates & AI/ML in Media and Entertainment Market, by Application,
  25. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  26. Mexico
  27. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  28. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  29. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
    1. Europe
  30. Market Estimates & AI/ML in Media and Entertainment Market, by Country, 2018-2032
  31. Market Estimates
  32. & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
  33. Market Estimates & AI/ML in Media and Entertainment Market,
  34. Market Estimates & AI/ML in Media and Entertainment Market, by End User,
  35. UK
  36. Market Estimates & AI/ML in Media and Entertainment Market, by Solution,
  37. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  38. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  39. Germany
  40. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  41. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  42. Market
  43. Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  44. France
  45. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  46. Market Estimates
  47. & AI/ML in Media and Entertainment Market, by Application, 2018-2032
    1. by End User, 2018-2032
    2. by Solution, 2018-2032
  48. Market Estimates & AI/ML in Media and Entertainment Market,
  49. Italy
  50. Market Estimates & AI/ML in Media and Entertainment Market,
  51. Market Estimates & AI/ML in Media and Entertainment Market, by Application,
  52. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  53. Spain
  54. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  55. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  56. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  57. Rest of Europe
  58. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  59. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  60. Market
  61. Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
    1. Asia-Pacific
  62. Market Estimates & AI/ML in Media and Entertainment Market, by Country, 2018-2032
  63. Market Estimates
  64. & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
  65. Market Estimates & AI/ML in Media and Entertainment Market,
  66. Market Estimates & AI/ML in Media and Entertainment Market, by End User,
  67. China
  68. Market Estimates & AI/ML in Media and Entertainment Market, by Solution,
  69. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  70. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  71. Japan
  72. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  73. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  74. Market
  75. Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  76. India
  77. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  78. Market Estimates
  79. & AI/ML in Media and Entertainment Market, by Application, 2018-2032
    1. by End User, 2018-2032
  80. Market Estimates & AI/ML in Media and Entertainment Market,
  81. South Korea
  82. Market Estimates &
  83. AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
    2. User, 2018-2032
  84. Market Estimates & AI/ML in Media and Entertainment Market,
  85. Market Estimates & AI/ML in Media and Entertainment Market, by End
  86. Rest of Asia-Pacific
  87. Market Estimates
  88. & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
    2. User, 2018-2032
    3. by Product, 2018-2032
    4. East
  89. Market Estimates & AI/ML in Media and Entertainment Market,
  90. Market Estimates & AI/ML in Media and Entertainment Market, by End
    1. Rest of the World
      1. Market Estimates & AI/ML in Media and Entertainment Market,
      2. Market Estimates & AI/ML in Media and Entertainment Market, by Solution,
      3. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
      4. Market Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
      5. Middle
  91. Market Estimates & AI/ML in Media and Entertainment Market, by Application, 2018-2032
  92. Market
  93. Estimates & AI/ML in Media and Entertainment Market, by End User, 2018-2032
  94. Africa
  95. Market Estimates & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
  96. Market Estimates
  97. & AI/ML in Media and Entertainment Market, by Application, 2018-2032
    1. by End User, 2018-2032
  98. Market Estimates & AI/ML in Media and Entertainment Market,
  99. Latin America
  100. Market Estimates
  101. & AI/ML in Media and Entertainment Market, by Solution, 2018-2032
    1. by Application, 2018-2032
    2. User, 2018-2032
  102. Market Estimates & AI/ML in Media and Entertainment Market,
  103. Market Estimates & AI/ML in Media and Entertainment Market, by End
  104. COMPETITIVE LANDSCAPE
    1. Introduction
    2. Key Developments & Growth Strategies
    3. Competitor Benchmarking
    4. Vendor Share Analysis, 2022(% Share)
  105. 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. SWOT Analysis
  106. LIST OF TABLES
    1. TABLE
  107. MARKET SYNOPSIS
  108. GLOBAL AI/AI/ML in Media and Entertainment Market, BY
    1. SOLUTION, 2018–2032 (USD MILLION)
  109. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
  110. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  111. GLOBAL AI/ML
  112. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  113. GLOBAL AI/AI/ML in Media and Entertainment Market, BY REGION, 2018–2032
    1. (USD MILLION)
  114. NORTH AMERICA AI/AI/ML in Media and Entertainment Market,
    1. BY COUNTRY, 2018–2032 (USD MILLION)
  115. NORTH AMERICA AI/ML IN MEDIA
  116. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  117. NORTH AMERICA AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  118. NORTH AMERICA AI/AI/ML in Media and Entertainment Market,
    1. BY END USER, 2018–2032 (USD MILLION)
  119. US AI/ML IN MEDIA AND ENTERTAINMENT
  120. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  121. US AI/ML IN MEDIA
  122. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
    1. TABLE
  123. US AI/AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD
    1. MILLION)
  124. CANADA AI/AI/ML in Media and Entertainment Market, BY SOLUTION,
  125. CANADA AI/ML IN MEDIA AND ENTERTAINMENT
  126. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  127. CANADA AI/ML
  128. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  129. MEXICO AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032
    1. (USD MILLION)
  130. MEXICO AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  131. MEXICO AI/ML IN MEDIA AND ENTERTAINMENT
  132. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  133. EUROPE AI/ML IN
  134. AI/ML in Media and Entertainment Market, BY COUNTRY, 2018–2032 (USD MILLION)
    1. TABLE
  135. EUROPE AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032
    1. (USD MILLION)
  136. EUROPE AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  137. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT
  138. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  139. UK AI/ML IN MEDIA
  140. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  141. UK AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD
    1. MILLION)
  142. UK AI/AI/ML in Media and Entertainment Market, BY END USER,
  143. GERMANY AI/ML IN MEDIA AND ENTERTAINMENT
  144. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  145. GERMANY AI/ML IN
  146. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  147. GERMANY AI/AI/ML in Media and Entertainment Market, BY END USER, 2018–2032
    1. (USD MILLION)
  148. FRANCE AI/AI/ML in Media and Entertainment Market, BY SOLUTION,
  149. FRANCE AI/ML IN MEDIA AND ENTERTAINMENT
  150. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  151. FRANCE AI/ML
  152. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  153. SPAIN AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032
    1. (USD MILLION)
  154. SPAIN AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  155. SPAIN AI/ML IN MEDIA AND ENTERTAINMENT
  156. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  157. ITALY AI/ML IN
  158. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  159. ITALY AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  160. ITALY AI/AI/ML in Media and Entertainment Market, BY END
    1. USER, 2018–2032 (USD MILLION)
  161. REST OF EUROPE AI/ML IN MEDIA
  162. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  163. REST OF EUROPE AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  164. REST OF EUROPE AI/AI/ML in Media and Entertainment Market,
    1. BY END USER, 2018–2032 (USD MILLION)
  165. ASIA-PACIFIC AI/ML IN MEDIA
  166. AI/ML in Media and Entertainment Market, BY COUNTRY, 2018–2032 (USD MILLION)
    1. TABLE 42
  167. ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032
    1. (USD MILLION)
  168. ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market,
    1. BY APPLICATION, 2018–2032 (USD MILLION)
  169. ASIA-PACIFIC AI/ML IN
  170. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
    1. TABLE
  171. CHINA AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD
    1. MILLION)
  172. CHINA AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  173. CHINA AI/ML IN MEDIA AND ENTERTAINMENT
  174. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  175. JAPAN AI/ML IN
  176. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  177. JAPAN AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  178. JAPAN AI/AI/ML in Media and Entertainment Market, BY END
    1. USER, 2018–2032 (USD MILLION)
  179. INDIA AI/ML IN MEDIA AND ENTERTAINMENT
  180. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  181. INDIA AI/ML IN
  182. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  183. INDIA AI/AI/ML in Media and Entertainment Market, BY END USER, 2018–2032
    1. (USD MILLION)
  184. SOUTH KOREA AI/AI/ML in Media and Entertainment Market,
    1. BY SOLUTION, 2018–2032 (USD MILLION)
  185. SOUTH KOREA AI/ML IN MEDIA
  186. AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
    1. TABLE
  187. SOUTH KOREA AI/AI/ML in Media and Entertainment Market, BY END USER, 2018–2032
    1. (USD MILLION)
  188. REST OF ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
  189. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  190. REST OF ASIA-PACIFIC
  191. AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032 (USD MILLION)
  192. REST OF ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market, BY END
    1. USER, 2018–2032 (USD MILLION)
  193. REST OF THE WORLD AI/ML IN MEDIA
  194. AI/ML in Media and Entertainment Market, BY COUNTRY, 2018–2032 (USD MILLION)
    1. TABLE 61
  195. REST OF THE WORLD AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032
    1. (USD MILLION)
  196. REST OF THE WORLD AI/AI/ML in Media and Entertainment Market,
    1. BY APPLICATION, 2018–2032 (USD MILLION)
  197. REST OF THE WORLD CAMERA
  198. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  199. MIDDLE EAST AI/ML
  200. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  201. MIDDLE EAST AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  202. MIDDLE EAST AI/ML IN MEDIA AND ENTERTAINMENT
  203. AI/ML in Media and Entertainment Market, BY END USER, 2018–2032 (USD MILLION)
  204. AFRICA AI/ML IN
  205. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
    1. TABLE
  206. AFRICA AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  207. AFRICA AI/AI/ML in Media and Entertainment Market, BY END
    1. USER, 2018–2032 (USD MILLION)
  208. LATIN AMERICA AI/ML IN MEDIA AND
  209. AI/ML in Media and Entertainment Market, BY SOLUTION, 2018–2032 (USD MILLION)
  210. LATIN
  211. AMERICA AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2018–2032
    1. (USD MILLION)
  212. LATIN AMERICA AI/AI/ML in Media and Entertainment Market,
    1. BY END USER, 2018–2032 (USD MILLION)
  213. BUSINESS EXPANSIONS/PRODUCT
    1. LAUNCHES
  214. PARTNERSHIPS/AGREEMENTS/CONTRACTS/COLLABORATIONS
    1. TABLE
  215. GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
  216. GEARHOUSE SOUTH
    1. AFRICA PTY LTD : KEY DEVELOPMENT
  217. GRAVITY MEDIA : PRODUCTS OFFERED
  218. GRAVITY MEDIA : KEY DEVELOPMENT
  219. GRAYMETA : PRODUCTS OFFERED
  220. GRAYMETA : KEY DEVELOPMENT
  221. IBM CORPORATION : PRODUCTS OFFERED
  222. IBM CORPORATION : KEY DEVELOPMENT
  223. LMG LLC : PRODUCTS OFFERED
  224. LMG LLC : KEY DEVELOPMENT
  225. MATCHROOM SPORT LTD. : PRODUCTS
    1. OFFERED
  226. MATCHROOM SPORT LTD. : KEY DEVELOPMENT
  227. PRODUCTION
    1. RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
  228. PRODUCTION RESOURCE GROUP,
    1. L.L.C : KEY DEVELOPMENT
  229. SYNTHESIA LTD : PRODUCTS OFFERED
    1. TABLE
  230. SYNTHESIA LTD : KEY DEVELOPMENT
  231. VERITONE, INC. : PRODUCTS OFFERED
  232. VERITONE, INC. : KEY DEVELOPMENT
  233. TAIT : PRODUCTS OFFERED
  234. TAIT : KEY DEVELOPMENT
  235. INTELLIMIZE : PRODUCTS OFFERED
  236. INTELLIMIZE : KEY DEVELOPMENT
  237. VALOSSA LABS LTD : PRODUCTS
    1. OFFERED
  238. VALOSSA LABS LTD : KEY DEVELOPMENT
  239. LIST OF FIGURES
  240. MARKET ATTRACTIVENESS ANALYSIS: GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    1. MARKET
  241. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: MARKET STRUCTURE
  242. BOTTOM-UP AND TOP-DOWN APPROACHES
  243. NORTH AMERICA: AI/ML
    1. IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY
    2. COUNTRY (2022 VS 2032)
  244. EUROPE: AI/ML IN MEDIA AND ENTERTAINMENT MARKET
  245. SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    1. FIGURE
  246. ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION)
  247. & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
  248. GLOBAL AI/ML IN
  249. MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION
    1. (2022 VS 2032)
  250. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE
  251. (USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
    1. FIGURE
  252. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET
    1. SHARE (%), BY END USER (2022 VS 2032)
  253. MARKET DYNAMIC ANALYSIS OF
  254. THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
  255. DRIVER IMPACT
    1. ANALYSIS
  256. RESTRAINT IMPACT ANALYSIS
  257. VALUE CHAIN: GLOBAL
  258. AI/ML IN MEDIA AND ENTERTAINMENT MARKET
  259. PORTER'S FIVE FORCES ANALYSIS
  260. OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
  261. GLOBAL AI/ML
  262. AI/ML in Media and Entertainment Market, BY SOLUTION, 2022 (% SHARE)
  263. GLOBAL
  264. AI/AI/ML in Media and Entertainment Market, BY SOLUTION, 2022 VS 2032 (USD MILLION)
  265. GLOBAL AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2022
    1. (% SHARE)
  266. GLOBAL AI/AI/ML in Media and Entertainment Market, BY APPLICATION,
  267. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
  268. AI/ML in Media and Entertainment Market, BY END USER, 2022 (% SHARE)
  269. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
  270. AI/ML in Media and Entertainment Market, BY END USER, 2022 VS 2032 (USD MILLION)
  271. GLOBAL AI/ML IN MEDIA
  272. AI/ML in Media and Entertainment Market, BY REGION, 2022 (% SHARE)
  273. GLOBAL AI/ML
  274. AI/ML in Media and Entertainment Market, BY REGION, 2022 VS 2032 (USD MILLION)
    1. FIGURE
  275. NORTH AMERICA AI/AI/ML in Media and Entertainment Market, BY COUNTRY, 2022 (% SHARE)
  276. NORTH AMERICA AI/AI/ML in Media and Entertainment Market, BY COUNTRY, 2022
    1. VS 2032 (USD MILLION)
  277. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT
  278. AI/ML in Media and Entertainment Market, BY SOLUTION, 2022-2032 (USD MILLION)
  279. NORTH AMERICA AI/ML
  280. AI/ML in Media and Entertainment Market, BY APPLICATION, 2022-2032 (USD MILLION)
    1. FIGURE
  281. NORTH AMERICA AI/AI/ML in Media and Entertainment Market, BY END USER, 2022-2032
    1. (USD MILLION)
  282. EUROPE AI/AI/ML in Media and Entertainment Market, BY
    1. COUNTRY, 2022 (% SHARE)
  283. EUROPE AI/AI/ML in Media and Entertainment Market,
    1. BY COUNTRY, 2022 VS 2032 (USD MILLION)
  284. EUROPE AI/ML IN MEDIA AND
  285. AI/ML in Media and Entertainment Market, BY SOLUTION, 2022-2032 (USD MILLION)
  286. EUROPE
  287. AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2022-2032 (USD MILLION)
  288. EUROPE AI/AI/ML in Media and Entertainment Market, BY END USER, 2022-2032
    1. (USD MILLION)
  289. ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market,
    1. BY COUNTRY, 2022 (% SHARE)
  290. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT
  291. AI/ML in Media and Entertainment Market, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  292. ASIA-PACIFIC AI/ML
  293. AI/ML in Media and Entertainment Market, BY SOLUTION, 2022-2032 (USD MILLION)
    1. FIGURE
  294. ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market, BY APPLICATION, 2022-2032
    1. (USD MILLION)
  295. ASIA-PACIFIC AI/AI/ML in Media and Entertainment Market,
    1. BY END USER, 2022-2032 (USD MILLION)
  296. REST OF THE WORLD AI/ML IN MEDIA
  297. AI/ML in Media and Entertainment Market, BY COUNTRY, 2022 (% SHARE)
  298. REST OF THE
  299. WORLD AI/AI/ML in Media and Entertainment Market, BY COUNTRY, 2022 VS 2032 (USD MILLION)
  300. REST OF THE WORLD AI/AI/ML in Media and Entertainment Market, BY SOLUTION,
  301. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT
  302. AI/ML in Media and Entertainment Market, BY APPLICATION, 2022-2032 (USD MILLION)
  303. REST OF THE WORLD
  304. AI/AI/ML in Media and Entertainment Market, BY END USER, 2022-2032 (USD MILLION)
  305. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET: COMPETITIVE BENCHMARKING
  306. VENDOR SHARE ANALYSIS (2022) (%)
  307. GEARHOUSE SOUTH AFRICA
    1. PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
  308. GEARHOUSE SOUTH AFRICA PTY
    1. LTD : SWOT ANALYSIS
  309. GRAVITY MEDIA : FINANCIAL OVERVIEW SNAPSHOT
  310. GRAVITY MEDIA : SWOT ANALYSIS
  311. GRAYMETA : FINANCIAL OVERVIEW
    1. SNAPSHOT
  312. GRAYMETA : SWOT ANALYSIS
  313. IBM CORPORATION
    1. : FINANCIAL OVERVIEW SNAPSHOT
  314. IBM CORPORATION : SWOT ANALYSIS
  315. LMG LLC : FINANCIAL OVERVIEW SNAPSHOT
  316. LMG LLC : SWOT
    1. ANALYSIS
  317. MATCHROOM SPORT LTD. : FINANCIAL OVERVIEW SNAPSHOT
    1. FIGURE
  318. MATCHROOM SPORT LTD. : SWOT ANALYSIS
  319. PRODUCTION RESOURCE GROUP,
    1. L.L.C : FINANCIAL OVERVIEW SNAPSHOT
  320. PRODUCTION RESOURCE GROUP, L.L.C
    1. : SWOT ANALYSIS
  321. SYNTHESIA LTD : FINANCIAL OVERVIEW SNAPSHOT
    1. FIGURE
  322. SYNTHESIA LTD : SWOT ANALYSIS
  323. VERITONE, INC. : FINANCIAL OVERVIEW
    1. SNAPSHOT
  324. VERITONE, INC. : SWOT ANALYSIS
  325. TAIT : FINANCIAL
    1. OVERVIEW SNAPSHOT
  326. TAIT : SWOT ANALYSIS
  327. INTELLIMIZE
    1. : FINANCIAL OVERVIEW SNAPSHOT
  328. INTELLIMIZE : SWOT ANALYSIS
    1. FIGURE
  329. VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
  330. 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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