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AI/ML in Media and Entertainment Market Size

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

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Ai Ml In Media And Entertainment Size

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

AI/ML in Media and Entertainment Market is firmly enmeshed in the fabric of digital transformation sweeping across content creation, distribution, and audience engagement. Applied AI/ML technologies in this sector cut across a wide range of uses such as content recommendation systems, personalized content creation, predictive analytics and immersive experiences. Several drivers underscore the dynamic nature of this market, which include industry commitment to innovation, changing consumer tastes and demands for efficient content management.

One primary driver shaping the market dynamics of AI/ML in Media and Entertainment is the relentless pursuit of enhanced content recommendation and discovery. Herein AI algorithms scrutinize user preferences, viewing history, demographic data thus delivering personalized recommendations that make customer experience more engaging and satisfying. Overall viewing habits that are influenced by artificial intelligence (AI) help predict preferences for contents like shows, movies or music that are congruent with viewers’ satisfaction as well as longer periods of engagement enabling deeper relations between creators of contents and their audiences.

The evolution of content creation and production workflows significantly influences the market dynamics of AI/ML in Media and Entertainment. AI applications streamline various aspects of content creation from script writing to video editing to animation to special effects. Streamlining these processes can be done by machine learning algorithms improving production efficiency while augmenting creativity. In addition to speeding up the production cycle time line, infusion of AI into content development opens up new avenues for storytelling and visual experiences thereby pushing creative boundaries within industry.

Furthermore, the demand for data-driven insights and predictive analytics significantly influences the market dynamics around AI/ML technology in media & entertainment sphere. Through employing AI technologies media enterprises can study audience behavior forecast how a particular piece will do among other narratives on screen by using big data analysis processes. Machine Learning models take huge volumes of information then they identify trends so as to project future audience interest thus helping inform decisions that cover all aspects concerned with designing or distributing some brand’s products or services across multiple channels. Based on data analytics, AI provides actionable insights into decision-making, efficient content strategies and resource allocation in the industry.

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)

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 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/ML in Media and Entertainment Market, by Solution
      2. Global AI/ML in Media and Entertainment Market, by Application
    2. Analysis
  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. 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/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. Personalization
    6. Production Planning & Management
    7. Sales &
    8. Marketing
    9. Talent Identification
    10. Content Capture
    11. 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. North America
    3. Estimates & Forecast, by Application, 2018-2032
    4. & Forecast, by End User, 2018-2032
    5. & Forecast, by Solution, 2018-2032
    6. by Application, 2018-2032
    7. User, 2018-2032
    8. by Solution, 2018-2032
  14. Market Estimates & Forecast, by End User, 2018-2032
    1. Europe
  15. Market Estimates & Forecast, by Country, 2018-2032
    1. & Forecast, by Solution, 2018-2032
    2. by Application, 2018-2032
  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
  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
  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
  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
  42. Market
    1. Asia-Pacific
  43. Market Estimates & Forecast, by Country, 2018-2032
    1. & Forecast, by Solution, 2018-2032
    2. by Application, 2018-2032
  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
  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
  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
  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. Key Developments & Growth Strategies
    3. Competitor Benchmarking
    4. 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. 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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