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    AI/ML in Media and Entertainment Market

    ID: MRFR/ICT/10671-HCR
    215 Pages
    Aarti Dhapte
    September 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 2034.

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    Table of Contents

    AI/ML in Media and Entertainment Market Summary

    AI/ML in Media and Entertainment 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 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 2034 345.35 (USD Billion)
    Compound Annual Growth Rate (CAGR) 31.92% (2025 - 2034)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2034
    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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    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
    2. Analysis
      1. Global AI/ML in Media and Entertainment Market, by Solution
        1. Global AI/ML in Media and Entertainment Market, by Application
    3. Global AI/ML in Media and Entertainment Market, by End User
      1. Global AI/ML
    4. in Media and Entertainment Market, by Region
    5. MARKET INTRODUCTION
    6. Definition
      1. Scope of the Study
      2. Market Structure
      3. Key
    7. Buying Criteria
      1. Macro Factor Indicator Analysis
    8. RESEARCH METHODOLOGY
      1. Research Process
      2. Primary Research
      3. Secondary Research
      4. Market Size Estimation
      5. Forecast Model
      6. List of Assumptions
    9. MARKET DYNAMICS
      1. Introduction
      2. Drivers
        1. The increasing
    10. demand for personalized content
      1. The growth of streaming services
        1. Driver impact analysis
      2. Restraints
        1. The ethical implications
    11. of using AI
      1. Restraint impact analysis
      2. Opportunities
    12. The potential for new business models
      1. The potential to increase efficiency
      2. Challenges
        1. Data Concern
      3. Covid-19 Impact Analysis
        1. Impact on market
        2. Impact on Media and Entertainment
    13. YOY growth 2020-2022
    14. COVID-19 IMPACT ON SUPPLY CHAIN MARKET FACTOR ANALYSIS
      1. Value Chain Analysis/Supply Chain Analysis
      2. Porter’s Five
    15. Forces Model
      1. Bargaining Power of Suppliers
        1. Bargaining Power
    16. of Buyers
      1. Threat of New Entrants
        1. Threat of Substitutes
        2. Intensity of Rivalry
    17. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET,
    18. BY SOLUTION
      1. Introduction
      2. Hardware/Equipment
      3. Services
    19. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION
      1. Introduction
      2. Gaming
      3. Fake Story Detection
      4. Plagiarism Detection
    20. Personalization
      1. Production Planning & Management
      2. Sales &
    21. Marketing
      1. Talent Identification
      2. Content Capture
      3. Others
    22. 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
    23. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT
    24. MARKET SIZE ESTIMATION & FORECAST, BY REGION
      1. Introduction
    25. North America
      1. Market Estimates & Forecast, by Country, 2018-2032
        1. Market Estimates & Forecast, by Solution, 2018-2032
        2. Market
    26. Estimates & Forecast, by Application, 2018-2032
      1. Market Estimates
    27. & Forecast, by End User, 2018-2032
      1. US
        1. Market Estimates
    28. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    29. by Application, 2018-2032
      1. Market Estimates & Forecast, by End
    30. User, 2018-2032
      1. Canada
        1. Market Estimates & Forecast,
    31. by Solution, 2018-2032
      1. Market Estimates & Forecast, by Application,
        1. Market Estimates & Forecast, by End User, 2018-2032
        2. Mexico
    32. Market Estimates & Forecast, by End User, 2018-2032
      1. Europe
    33. Market Estimates & Forecast, by Country, 2018-2032
      1. Market Estimates
    34. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    35. by Application, 2018-2032
      1. Market Estimates & Forecast, by End User,
        1. UK
        2. Germany
    36. Market Estimates & Forecast, by Application, 2018-2032
      1. Market
    37. Estimates & Forecast, by End User, 2018-2032
      1. France
    38. Market Estimates & Forecast, by Solution, 2018-2032
      1. Market Estimates
    39. & Forecast, by Application, 2018-2032
      1. Market Estimates & Forecast,
    40. by End User, 2018-2032
      1. Italy
        1. Market Estimates & Forecast,
    41. by Solution, 2018-2032
      1. Market Estimates & Forecast, by Application,
        1. Market Estimates & Forecast, by End User, 2018-2032
        2. Spain
    42. Market Estimates & Forecast, by End User, 2018-2032
      1. Rest of Europe
        1. Market Estimates & Forecast, by Solution, 2018-2032
    43. Market Estimates & Forecast, by Application, 2018-2032
      1. Market
    44. Estimates & Forecast, by End User, 2018-2032
      1. Asia-Pacific
    45. Market Estimates & Forecast, by Country, 2018-2032
      1. Market Estimates
    46. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    47. by Application, 2018-2032
      1. Market Estimates & Forecast, by End User,
        1. China
        2. Japan
    48. Market Estimates & Forecast, by Application, 2018-2032
      1. Market
    49. Estimates & Forecast, by End User, 2018-2032
      1. India
    50. Market Estimates & Forecast, by Solution, 2018-2032
      1. Market Estimates
    51. & Forecast, by Application, 2018-2032
      1. Market Estimates & Forecast,
    52. by End User, 2018-2032
      1. South Korea
        1. Market Estimates &
    53. Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    54. by Application, 2018-2032
      1. Market Estimates & Forecast, by End
    55. User, 2018-2032
      1. Rest of Asia-Pacific
        1. Market Estimates
    56. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    57. by Application, 2018-2032
      1. Market Estimates & Forecast, by End
    58. User, 2018-2032
      1. Rest of the World
        1. Market Estimates & Forecast,
    59. by Product, 2018-2032
      1. Market Estimates & Forecast, by Solution,
        1. Market Estimates & Forecast, by Application, 2018-2032
        2. Market Estimates & Forecast, by End User, 2018-2032
        3. Middle
    60. East
      1. Market Estimates & Forecast, by Solution, 2018-2032
    61. Market Estimates & Forecast, by Application, 2018-2032
      1. Market
    62. Estimates & Forecast, by End User, 2018-2032
      1. Africa
    63. Market Estimates & Forecast, by Solution, 2018-2032
      1. Market Estimates
    64. & Forecast, by Application, 2018-2032
      1. Market Estimates & Forecast,
    65. by End User, 2018-2032
      1. Latin America
        1. Market Estimates
    66. & Forecast, by Solution, 2018-2032
      1. Market Estimates & Forecast,
    67. by Application, 2018-2032
      1. Market Estimates & Forecast, by End
    68. User, 2018-2032
    69. COMPETITIVE LANDSCAPE
      1. Introduction
    70. Key Developments & Growth Strategies
      1. Competitor Benchmarking
    71. Vendor Share Analysis, 2022(% Share)
    72. COMPANY PROFILES
      1. Amazon
    73. Web Services, Inc.
      1. Company Overview
        1. Financial Overview
        2. Products/ Solutions/ Services Offerred
        3. Key Market Developments
        4. SWOT Analysis
        5. Key Strategies
      2. Gearhouse South Africa
    74. PTY Ltd
      1. GRAVITY MEDIA
      2. GrayMeta
      3. IBM Corporation
      4. LMG LLC
      5. Matchroom Sport Ltd.
      6. Production Resource Group,
    75. L.L.C
      1. Synthesia Ltd
      2. Valossa Labs Ltd
      3. VERITONE,
    76. INC.
      1. TAIT
      2. Sportway AB
      3. EVS Broadcast Equipment
    77. S.A
      1. Hudi
        1. Company Overview
        2. Financial Overview
        3. Solution/Services Offered
        4. Key Developments
    78. SWOT Analysis
      1. Key Strategies
    79. MARKET SYNOPSIS
    80. SOLUTION, 2018–2032 (USD MILLION)
    81. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    82. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    83. (USD MILLION)
    84. BY COUNTRY, 2018–2032 (USD MILLION)
    85. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    86. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    87. (USD MILLION)
    88. BY END USER, 2018–2032 (USD MILLION)
    89. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    90. AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    91. US AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD
    92. MILLION)
    93. –2032 (USD MILLION)
    94. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    95. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    96. (USD MILLION)
    97. –2032 (USD MILLION)
    98. MARKET, BY END USER, 2018–2032 (USD MILLION)
    99. MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
    100. EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    101. (USD MILLION)
    102. –2032 (USD MILLION)
    103. MARKET, BY END USER, 2018–2032 (USD MILLION)
    104. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    105. UK AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD
    106. MILLION)
    107. –2032 (USD MILLION)
    108. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    109. MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    110. (USD MILLION)
    111. –2032 (USD MILLION)
    112. MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    113. IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    114. (USD MILLION)
    115. –2032 (USD MILLION)
    116. MARKET, BY END USER, 2018–2032 (USD MILLION)
    117. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    118. ITALY AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    119. (USD MILLION)
    120. USER, 2018–2032 (USD MILLION)
    121. AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    122. REST OF EUROPE AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    123. (USD MILLION)
    124. BY END USER, 2018–2032 (USD MILLION)
    125. AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
    126. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    127. (USD MILLION)
    128. BY APPLICATION, 2018–2032 (USD MILLION)
    129. MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032 (USD MILLION)
    130. CHINA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD
    131. MILLION)
    132. –2032 (USD MILLION)
    133. MARKET, BY END USER, 2018–2032 (USD MILLION)
    134. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    135. JAPAN AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    136. (USD MILLION)
    137. USER, 2018–2032 (USD MILLION)
    138. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    139. MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    140. (USD MILLION)
    141. BY SOLUTION, 2018–2032 (USD MILLION)
    142. AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    143. SOUTH KOREA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2018–2032
    144. (USD MILLION)
    145. MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    146. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032 (USD MILLION)
    147. USER, 2018–2032 (USD MILLION)
    148. AND ENTERTAINMENT MARKET, BY COUNTRY, 2018–2032 (USD MILLION)
    149. REST OF THE WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032
    150. (USD MILLION)
    151. BY APPLICATION, 2018–2032 (USD MILLION)
    152. MARKET, BY END USER, 2018–2032 (USD MILLION)
    153. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    154. –2032 (USD MILLION)
    155. MARKET, BY END USER, 2018–2032 (USD MILLION)
    156. MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    157. AFRICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    158. (USD MILLION)
    159. USER, 2018–2032 (USD MILLION)
    160. ENTERTAINMENT MARKET, BY SOLUTION, 2018–2032 (USD MILLION)
    161. AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2018–2032
    162. (USD MILLION)
    163. BY END USER, 2018–2032 (USD MILLION)
    164. LAUNCHES
    165. GEARHOUSE SOUTH AFRICA PTY LTD : PRODUCTS OFFERED
    166. AFRICA PTY LTD : KEY DEVELOPMENT
    167. OFFERED
    168. RESOURCE GROUP, L.L.C : PRODUCTS OFFERED
    169. L.L.C : KEY DEVELOPMENT
    170. SYNTHESIA LTD : KEY DEVELOPMENT
    171. OFFERED
    172. MARKET
    173. IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY
    174. COUNTRY (2022 VS 2032)
    175. SIZE (USD MILLION) & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    176. ASIA–PACIFIC: AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION)
    177. & MARKET SHARE (%), BY COUNTRY (2022 VS 2032)
    178. MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET SHARE (%), BY SOLUTION
    179. (2022 VS 2032)
    180. (USD MILLION) & MARKET SHARE (%), BY APPLICATION (2022 VS 2032)
    181. GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET SIZE (USD MILLION) & MARKET
    182. SHARE (%), BY END USER (2022 VS 2032)
    183. THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    184. ANALYSIS
    185. AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    186. OF THE GLOBAL AI/ML IN MEDIA AND ENTERTAINMENT MARKET
    187. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 (% SHARE)
    188. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022 VS 2032 (USD MILLION)
    189. (% SHARE)
    190. VS 2032 (USD MILLION)
    191. MARKET, BY END USER, 2022 (% SHARE)
    192. MARKET, BY END USER, 2022 VS 2032 (USD MILLION)
    193. AND ENTERTAINMENT MARKET, BY REGION, 2022 (% SHARE)
    194. IN MEDIA AND ENTERTAINMENT MARKET, BY REGION, 2022 VS 2032 (USD MILLION)
    195. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    196. VS 2032 (USD MILLION)
    197. MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    198. IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    199. NORTH AMERICA AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032
    200. (USD MILLION)
    201. COUNTRY, 2022 (% SHARE)
    202. BY COUNTRY, 2022 VS 2032 (USD MILLION)
    203. ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    204. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    205. (USD MILLION)
    206. BY COUNTRY, 2022 (% SHARE)
    207. MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    208. IN MEDIA AND ENTERTAINMENT MARKET, BY SOLUTION, 2022-2032 (USD MILLION)
    209. ASIA-PACIFIC AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2022-2032
    210. (USD MILLION)
    211. BY END USER, 2022-2032 (USD MILLION)
    212. AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 (% SHARE)
    213. WORLD AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION)
    214. 2032 (USD MILLION)
    215. MARKET, BY APPLICATION, 2022-2032 (USD MILLION)
    216. AI/ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2022-2032 (USD MILLION)
    217. PTY LTD : FINANCIAL OVERVIEW SNAPSHOT
    218. LTD : SWOT ANALYSIS
    219. SNAPSHOT
    220. : FINANCIAL OVERVIEW SNAPSHOT
    221. ANALYSIS
    222. MATCHROOM SPORT LTD. : SWOT ANALYSIS
    223. L.L.C : FINANCIAL OVERVIEW SNAPSHOT
    224. : SWOT ANALYSIS
    225. SYNTHESIA LTD : SWOT ANALYSIS
    226. SNAPSHOT
    227. OVERVIEW SNAPSHOT
    228. : FINANCIAL OVERVIEW SNAPSHOT
    229. VALOSSA LABS LTD : FINANCIAL OVERVIEW SNAPSHOT
    230. : 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

    Chemicals and Materials