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    GCC AI ML in Media and Entertainment Market

    ID: MRFR/ICT/57123-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    GCC AI ML in Media and Entertainment Market Research Report By Solutions (Hardware/Equipment, Services), By Application (Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Production Planning & Management, Sales & Marketing, Talent Identification, Content Capture, Others) and By End User (Film and Television, Music, Gaming, Sports, Media Agencies, Others)- Forecast to 2035

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    Table of Contents

    GCC AI ML in Media and Entertainment Market Summary

    The GCC AI ML in Media and Entertainment market is projected to grow significantly from 3.25 USD Billion in 2024 to 9.87 USD Billion by 2035.

    Key Market Trends & Highlights

    GCC AI ML in Media and Entertainment Key Trends and Highlights

    • The market is expected to achieve a compound annual growth rate of 10.63 percent from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 9.87 USD Billion, indicating robust growth potential.
    • In 2024, the market is valued at 3.25 USD Billion, reflecting the current investment landscape in the region.
    • Growing adoption of artificial intelligence technologies due to increasing demand for personalized content is a major market driver.

    Market Size & Forecast

    2024 Market Size 3.25 (USD Billion)
    2035 Market Size 9.87 (USD Billion)
    CAGR (2025 - 2035) 10.63%

    Major Players

    Saudi Aramco (SA), Qatar Petroleum (QA), Emirates National Oil Company (AE), SABIC (SA), Etisalat (AE), Oman Oil Company (OM), Kuwait Petroleum Corporation (KW), Bahrain Telecommunications Company (BH)

    GCC AI ML in Media and Entertainment Market Trends

    The GCC AI and ML in Media and Entertainment Market is witnessing several significant market trends driven by technological advancements and evolving consumer preferences. One of the key market drivers is the increasing adoption of AI and ML technologies by media companies in the region to enhance content creation, improve audience targeting, and personalize user experiences. This shift is largely fueled by the GCC's proactive approach to supporting digital transformation, as evident in various national strategies promoting innovation in entertainment sectors. 

    Additionally, the growth of OTT platforms and the rise in mobile streaming have created new opportunities for content customization and delivery.This development lets media firms examine audience behavior and adjust their material, thus improving audience interaction and retention. Furthermore, governments in the GCC—including Saudi Arabia and the UAE—are heavily investing in creative sectors, so strengthening the support of tech-driven media solutions. 

    Inspired by the growing demand for immersive experiences, there has been a clear trend in recent times towards the integration of augmented and virtual reality in entertainment offers across the GCC. The region's emphasis on organizing international events and expos has sparked demand that has driven creative technologies' adoption in live events and displays.

    The rise of AI-driven analytics tools is also noteworthy, as they enable media companies to optimize their strategies based on real-time data, maximizing reach and effectiveness in a rapidly changing landscape. Overall, the GCC AI and ML in Media and Entertainment Market is poised for substantial growth as organizations continue to explore these transformative opportunities.

    GCC AI ML in Media and Entertainment Market Drivers

    Market Segment Insights

    GCC AI ML in Media and Entertainment Market Segment Insights

    GCC AI ML in Media and Entertainment Market Segment Insights

    AI ML in Media and Entertainment Market Solutions Insights

    AI ML in Media and Entertainment Market Solutions Insights

    The Solutions segment of the GCC AI ML in Media and Entertainment Market represents a dynamic area poised for significant growth, driven by the increasing integration of Artificial Intelligence and Machine Learning technologies across various media platforms. As the overall market continues to evolve, the demand for innovative solutions is enhancing the functionality and efficiency of media production processes, which has resulted in a burgeoning interest in both Hardware and Equipment, as well as Services. Hardware and Equipment, crucial for the content creation and broadcasting sectors, play a vital role in streamlining operations and delivering high-quality output.

    The proliferation of advanced computational tools and devices tailored for AI and ML applications is transforming traditional practices, leading to more engaging viewer experiences. The Service aspect of this segment encompasses a wide array of offerings, including consulting, implementation, and support, which are essential for businesses aiming to harness the full potential of AI and ML technologies. This facet is particularly significant as it addresses the unique requirements of the media and entertainment landscape within the Gulf Cooperation Council, aiding companies in optimizing processes and facilitating more personalized content delivery.

    Furthermore, the GCC region is experiencing a substantial push towards digital transformation, encouraged by various government initiatives aimed at diversifying economies and fostering technological innovation. This emphasis on modernization is generating vast opportunities for the enhancement of media production capabilities and audience engagement strategies. Within this context, understanding the nuances of the Services landscape becomes crucial, as tailored offerings can assist firms in navigating the challenges associated with integrating new technology.

    Overall, the merging of telecommunications and entertainment sectors, along with growing investment in digital content, positions the Solutions segment at the forefront of the GCC AI ML in Media and Entertainment Market, paving the way for a future characterized by sophisticated media interactions and enhanced consumer experiences.

    AI ML in Media and Entertainment Market Application Insights

    AI ML in Media and Entertainment Market Application Insights

    The Application segment of the GCC AI ML in Media and Entertainment Market is witnessing substantial transformations, primarily driven by the increasing need for innovative solutions within the region's vibrant media landscape. This segment encompasses a variety of applications, including Gaming, Fake Story Detection, Plagiarism Detection, Personalization, Production Planning and Management, Sales and Marketing, Talent Identification, Content Capture, and others. Gaming has become a major focus, with AI enhancing user experiences and engagement levels.Meanwhile, the surge in misinformation has fueled the demand for Fake Story Detection technologies as media companies strive for credibility and reliability. 

    Additionally, Plagiarism Detection tools are vital in maintaining content originality, which is increasingly crucial in a competitive media environment. Personalization technologies help tailor content to specific audiences, ensuring higher customer satisfaction and loyalty. Production Planning and Management solutions utilize AI to streamline processes, supporting the region's rapidly growing film and entertainment industry.Sales and Marketing applications leverage AI for targeted strategies, improving customer outreach and conversion rates. Finally, Talent Identification and Content Capture technologies are essential for spotting new opportunities and securing quality content. 

    Overall, this diverse set of applications illustrates the potential of AI and ML in revolutionizing the media and entertainment space within the GCC region, fostering innovation, enhancing efficiency, and paving the way for future growth.

    AI ML in Media and Entertainment Market End User Insights

    AI ML in Media and Entertainment Market End User Insights

    The End User segment of the GCC AI ML in Media and Entertainment Market encompasses a diverse range of industries that leverage technology to enhance viewer experiences and operational efficiencies. The Film and Television sector significantly employs AI and ML for content creation, editing, and personalized recommendations, driving viewer engagement and satisfaction. In the Music industry, AI technologies are increasingly utilized for music generation, analysis, and targeted marketing, allowing for a more tailored user experience.

    Gaming is another vital area where AI enhances immersive gameplay and user interaction, thus fostering innovation and growth.The Sports segment benefits from data analytics for performance optimization and fan engagement, transforming how events are analyzed and enjoyed. 

    Media Agencies are pivotal in utilizing AI for data-driven advertising strategies, improving client outcomes through targeted campaigns. Lastly, the 'Others' category captures emerging applications that are continually evolving in the region, showcasing the adaptability of AI and ML within the varied contexts of entertainment. The GCC region's commitment to advancing digital transformation creates a conducive environment for rapid developments in these sectors, underscoring the significance of the End User segment in driving market growth and innovation.As this landscape evolves, effective integration of AI and ML will be crucial in shaping the future of entertainment across the GCC.

    Get more detailed insights about GCC AI ML in Media and Entertainment Market Research Report - Forecast to 2035

    Regional Insights

    Key Players and Competitive Insights

    The GCC AI ML in Media and Entertainment Market is experiencing a significant transformation as companies increasingly adopt artificial intelligence and machine learning technologies to enhance content creation, distribution, and audience engagement. This market is characterized by rapid innovation and competitive dynamics, where various players strive to leverage AI and ML capabilities to gain a competitive edge. The integration of advanced technologies is not only improving operational efficiencies but also offering personalized experiences to consumers, making it essential for stakeholders to understand the competitive landscape as they navigate opportunities for growth and collaboration. 

    Companies are employing strategic partnerships, tailored solutions, and investment in research and development to establish themselves as leaders in this fast-evolving sector. Microsoft holds a substantial presence in the GCC AI ML in Media and Entertainment Market, characterized by its strong portfolio of solutions tailored to the region's unique needs. The company leverages its extensive cloud infrastructure and AI capabilities to provide innovative services that help media and entertainment organizations streamline operations and enhance viewer engagement.

    With a focus on industry-specific applications such as content analysis, video analytics, and digital asset management, Microsoft empowers regional players to adopt data-driven strategies and insights. 

    The company’s strategic alliances with local organizations bolster its market position by facilitating the implementation of its advanced technologies. Furthermore, Microsoft’s commitment to supporting digital transformation initiatives in the GCC enhances its reputation and fosters trust among regional clients seeking cutting-edge solutions to drive growth and innovation.NVIDIA plays a crucial role in the GCC AI ML in Media and Entertainment Market, renowned for its powerful GPUs and integration of AI into media workloads.

    The company excels in delivering graphic processing technologies crucial for high-quality rendering and real-time graphics, making it indispensable for gaming, animation, and virtual reality applications prevalent in the region. 

    NVIDIA's offerings, such as the NVIDIA Omniverse platform, support collaborative 3D content creation, fostering innovation among professionals in the media landscape. The company’s strategic partnerships and collaborations with local studios and technology firms further enhance its influence in the GCC market. Notably, NVIDIA’s investments in research and development, along with its proactive approach to mergers and acquisitions, allow it to continuously expand its technological capabilities and adapt to evolving industry demands. This positions NVIDIA as a key enabler of advanced media and entertainment solutions within the GCC, driving growth and competitive advantage in the sector.

    Key Companies in the GCC AI ML in Media and Entertainment Market market include

    Industry Developments

    Recent developments in the GCC AI and Machine Learning in Media and Entertainment market are noteworthy, reflecting a surge in technological investments and strategies. In September 2023, Amazon launched initiatives aimed at enhancing its streaming services through advanced AI algorithms to analyze viewer preferences more efficiently. Additionally, in October 2023, Microsoft entered a partnership with a leading GCC media conglomerate to integrate AI capabilities into content creation and distribution, aiming to improve user engagement across various platforms. Furthermore, the market valuation of companies like Tencent has been positively impacted as they leverage AI to optimize advertising strategies in the region. 

    Over the past 2-3 years, companies have experienced substantial growth, with Adobe expanding its AI-driven tools for digital media creators in May 2022, underlining the shifting focus toward innovative solutions. There were discussions around potential mergers, notably involving IBM and local firms to enhance cloud-based AI media applications, which were reported in July 2023. Such movements indicate a robust outlook for the GCC AI and Machine Learning landscape within the Media and Entertainment sector, driven by investment and a focus on innovation.

    Market Segmentation

    Outlook

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

    Report Scope

     
    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 410.0(USD Million)
    MARKET SIZE 2024 538.5(USD Million)
    MARKET SIZE 2035 1250.0(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 7.956% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Million
    KEY COMPANIES PROFILED Microsoft, NVIDIA, Facebook, Alibaba, Qualcomm, Baidu, Adobe, Tencent, Amazon, Cisco, Ericsson, IBM, Accenture, Google, SAP
    SEGMENTS COVERED Solutions, Application, End User
    KEY MARKET OPPORTUNITIES Content personalization solutions, Automated video editing tools, Enhanced audience insights analytics, AI-driven content creation, Virtual reality experiences integration
    KEY MARKET DYNAMICS Growing digital content consumption, Increasing demand for personalized experiences, Advancements in content creation technologies, Rising investment in AI startups, Enhanced data analytics capabilities
    COUNTRIES COVERED GCC

    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

    What is the expected market size of the GCC AI ML in Media and Entertainment Market in 2024?

    The expected market size of the GCC AI ML in Media and Entertainment Market in 2024 is valued at 538.5 million USD.

    What is the projected market size for the GCC AI ML in Media and Entertainment Market by 2035?

    By 2035, the projected market size for the GCC AI ML in Media and Entertainment Market is expected to reach 1250.0 million USD.

    What is the expected CAGR for the GCC AI ML in Media and Entertainment Market from 2025 to 2035?

    The expected CAGR for the GCC AI ML in Media and Entertainment Market from 2025 to 2035 is 7.956 percent.

    What are the main segments of the GCC AI ML in Media and Entertainment Market by solutions?

    The main segments of the GCC AI ML in Media and Entertainment Market by solutions are Hardware/Equipment and Services.

    What is the expected market value for Hardware/Equipment in 2024?

    The expected market value for Hardware/Equipment in the GCC AI ML in Media and Entertainment Market in 2024 is 230.0 million USD.

    What will be the market value of Services in the GCC AI ML in Media and Entertainment Market by 2035?

    The market value for Services in the GCC AI ML in Media and Entertainment Market is expected to be 750.0 million USD by 2035.

    Who are some of the key players in the GCC AI ML in Media and Entertainment Market?

    Some key players in the GCC AI ML in Media and Entertainment Market include Microsoft, NVIDIA, Facebook, Alibaba, and Adobe.

    What growth opportunities exist in the GCC AI ML in Media and Entertainment Market?

    Growth opportunities in the GCC AI ML in Media and Entertainment Market include advancements in technology and increased demand for personalized content.

    How is the current global scenario impacting the GCC AI ML in Media and Entertainment Market?

    The current global scenario has heightened competition and accelerated the adoption of AI and ML technologies in the GCC AI ML in Media and Entertainment Market.

    What are the emerging trends in the GCC AI ML in Media and Entertainment Market?

    Emerging trends in the GCC AI ML in Media and Entertainment Market include enhanced content creation and the rise of AI-driven analytics for audience engagement.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. GCC
    59. AI ML in Media and Entertainment Market, BY Solutions (USD Million)
    60. Hardware/Equipment
    61. Services
    62. GCC
    63. AI ML in Media and Entertainment Market, BY Application (USD Million)
    64. Gaming
    65. Fake
    66. Story Detection
    67. Plagiarism Detection
    68. Personalization
    69. Production
    70. Planning & Management
    71. Sales & Marketing
    72. Talent
    73. Identification
    74. Content Capture
    75. Others
    76. GCC
    77. AI ML in Media and Entertainment Market, BY End User (USD Million)
    78. Film
    79. and Television
    80. Music
    81. Gaming
    82. Sports
    83. Media
    84. Agencies
    85. Others
    86. Competitive Landscape
    87. Overview
    88. Competitive
    89. Analysis
    90. Market share Analysis
    91. Major
    92. Growth Strategy in the AI ML in Media and Entertainment Market
    93. Competitive
    94. Benchmarking
    95. Leading Players in Terms of Number of Developments
    96. in the AI ML in Media and Entertainment Market
    97. Key developments
    98. and growth strategies
    99. New Product Launch/Service Deployment
    100. Merger
    101. & Acquisitions
    102. Joint Ventures
    103. Major
    104. Players Financial Matrix
    105. Sales and Operating Income
    106. Major
    107. Players R&D Expenditure. 2023
    108. Company
    109. Profiles
    110. Microsoft
    111. Financial
    112. Overview
    113. Products Offered
    114. Key
    115. Developments
    116. SWOT Analysis
    117. Key
    118. Strategies
    119. NVIDIA
    120. Financial
    121. Overview
    122. Products Offered
    123. Key
    124. Developments
    125. SWOT Analysis
    126. Key
    127. Strategies
    128. Facebook
    129. Financial
    130. Overview
    131. Products Offered
    132. Key
    133. Developments
    134. SWOT Analysis
    135. Key
    136. Strategies
    137. Alibaba
    138. Financial
    139. Overview
    140. Products Offered
    141. Key
    142. Developments
    143. SWOT Analysis
    144. Key
    145. Strategies
    146. Qualcomm
    147. Financial
    148. Overview
    149. Products Offered
    150. Key
    151. Developments
    152. SWOT Analysis
    153. Key
    154. Strategies
    155. Baidu
    156. Financial
    157. Overview
    158. Products Offered
    159. Key
    160. Developments
    161. SWOT Analysis
    162. Key
    163. Strategies
    164. Adobe
    165. Financial
    166. Overview
    167. Products Offered
    168. Key
    169. Developments
    170. SWOT Analysis
    171. Key
    172. Strategies
    173. Tencent
    174. Financial
    175. Overview
    176. Products Offered
    177. Key
    178. Developments
    179. SWOT Analysis
    180. Key
    181. Strategies
    182. Amazon
    183. Financial
    184. Overview
    185. Products Offered
    186. Key
    187. Developments
    188. SWOT Analysis
    189. Key
    190. Strategies
    191. Cisco
    192. Financial
    193. Overview
    194. Products Offered
    195. Key
    196. Developments
    197. SWOT Analysis
    198. Key
    199. Strategies
    200. Ericsson
    201. Financial
    202. Overview
    203. Products Offered
    204. Key
    205. Developments
    206. SWOT Analysis
    207. Key
    208. Strategies
    209. IBM
    210. Financial
    211. Overview
    212. Products Offered
    213. Key
    214. Developments
    215. SWOT Analysis
    216. Key
    217. Strategies
    218. Accenture
    219. Financial
    220. Overview
    221. Products Offered
    222. Key
    223. Developments
    224. SWOT Analysis
    225. Key
    226. Strategies
    227. Google
    228. Financial
    229. Overview
    230. Products Offered
    231. Key
    232. Developments
    233. SWOT Analysis
    234. Key
    235. Strategies
    236. SAP
    237. Financial
    238. Overview
    239. Products Offered
    240. Key
    241. Developments
    242. SWOT Analysis
    243. Key
    244. Strategies
    245. References
    246. Related
    247. Reports
    248. LIST
    249. OF ASSUMPTIONS
    250. GCC AI ML in Media and Entertainment Market
    251. SIZE ESTIMATES & FORECAST, BY SOLUTIONS, 2019-2035 (USD Billions)
    252. GCC
    253. AI ML in Media and Entertainment Market SIZE ESTIMATES & FORECAST, BY APPLICATION,
    254. 2035 (USD Billions)
    255. GCC AI ML in Media and Entertainment
    256. Market SIZE ESTIMATES & FORECAST, BY END USER, 2019-2035 (USD Billions)
    257. PRODUCT
    258. LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    259. ACQUISITION/PARTNERSHIP
    260. LIST
    261. Of figures
    262. MARKET SYNOPSIS
    263. GCC
    264. AI ML IN MEDIA AND ENTERTAINMENT MARKET ANALYSIS BY SOLUTIONS
    265. GCC
    266. AI ML IN MEDIA AND ENTERTAINMENT MARKET ANALYSIS BY APPLICATION
    267. GCC
    268. AI ML IN MEDIA AND ENTERTAINMENT MARKET ANALYSIS BY END USER
    269. KEY
    270. BUYING CRITERIA OF AI ML IN MEDIA AND ENTERTAINMENT MARKET
    271. RESEARCH
    272. PROCESS OF MRFR
    273. DRO ANALYSIS OF AI ML IN MEDIA AND ENTERTAINMENT
    274. MARKET
    275. DRIVERS IMPACT ANALYSIS: AI ML IN MEDIA AND ENTERTAINMENT
    276. MARKET
    277. RESTRAINTS IMPACT ANALYSIS: AI ML IN MEDIA AND
    278. ENTERTAINMENT MARKET
    279. SUPPLY / VALUE CHAIN: AI ML IN MEDIA
    280. AND ENTERTAINMENT MARKET
    281. AI ML IN MEDIA AND ENTERTAINMENT
    282. MARKET, BY SOLUTIONS, 2025 (% SHARE)
    283. AI ML IN MEDIA AND
    284. ENTERTAINMENT MARKET, BY SOLUTIONS, 2019 TO 2035 (USD Billions)
    285. AI
    286. ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2025 (% SHARE)
    287. AI
    288. ML IN MEDIA AND ENTERTAINMENT MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions)
    289. AI
    290. ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2025 (% SHARE)
    291. AI
    292. ML IN MEDIA AND ENTERTAINMENT MARKET, BY END USER, 2019 TO 2035 (USD Billions)
    293. BENCHMARKING
    294. OF MAJOR COMPETITORS

    GCC AI ML in Media and Entertainment Market Segmentation

    • AI ML in Media and Entertainment Market By Solutions (USD Million, 2019-2035)

      • Hardware/Equipment
      • Services

     

    • AI ML in Media and Entertainment Market By Application (USD Million, 2019-2035)

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

     

    • AI ML in Media and Entertainment Market By End User (USD Million, 2019-2035)

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

     

     

     

     

     

     

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