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Artificial Intelligence (AI) in Media and Entertainment

Published Nov 01, 2025
Length 129 Pages
SKU # GJOB20587515

Description

Global Artificial Intelligence (AI) in Media and Entertainment Market to Reach US$84.7 Billion by 2030

The global market for Artificial Intelligence (AI) in Media and Entertainment estimated at US$23.8 Billion in the year 2024, is expected to reach US$84.7 Billion by 2030, growing at a CAGR of 23.6% over the analysis period 2024-2030. Sales & Marketing Application, one of the segments analyzed in the report, is expected to record a 23.5% CAGR and reach US$19.8 Billion by the end of the analysis period. Growth in the Gaming Application segment is estimated at 25.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$8.2 Billion While China is Forecast to Grow at 27.1% CAGR

The Artificial Intelligence (AI) in Media and Entertainment market in the U.S. is estimated at US$8.2 Billion in the year 2024. China, the world`s second largest economy, is forecast to reach a projected market size of US$17.4 Billion by the year 2030 trailing a CAGR of 27.1% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 18.5% and 20.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 23.6% CAGR.

Global Artificial Intelligence (AI) in Media and Entertainment Market – Key Trends & Drivers Summarized

How AI Is Transforming Media and Entertainment from Creation to Consumption

Artificial Intelligence (AI) is reshaping the media and entertainment industry at an unprecedented pace, driving innovation across content creation, distribution, and audience engagement. The traditional linear model of production and consumption is being replaced by AI-powered workflows that automate processes, personalize experiences, and analyze massive datasets in real time. Media houses, streaming platforms, advertising agencies, and gaming companies are leveraging AI to unlock efficiencies, reduce costs, and deliver content that resonates on a deeply individual level. One of the most notable trends is the integration of AI into creative pipelines, where it is used to generate scripts, design visuals, score music, and even animate scenes—augmenting human creativity rather than replacing it.

Simultaneously, AI is transforming how content is curated and delivered. Recommendation engines powered by machine learning have become fundamental to streaming platforms, helping users navigate vast content libraries by offering tailored suggestions based on viewing history, behavior, and contextual signals. This not only enhances user satisfaction but also increases content consumption and platform stickiness. In journalism and publishing, AI is being used to generate news summaries, local updates, and financial reports autonomously, accelerating output and freeing up journalists for more investigative work. As AI technologies continue to mature, their integration with cloud infrastructure and real-time data analytics tools is enabling media organizations to operate with greater agility and responsiveness.

Can AI Personalize the Viewer Experience and Redefine Engagement?

Personalization has become the cornerstone of modern media consumption, and AI is the driving force behind its evolution. From personalized movie trailers to dynamic advertising and AI-curated playlists, media companies are using deep learning algorithms to segment audiences with surgical precision. These models analyze vast amounts of structured and unstructured data—ranging from click behavior and watch time to sentiment expressed on social media—to build comprehensive viewer profiles. As a result, users receive content recommendations, ads, and engagement prompts that feel intuitive, timely, and relevant. This hyper-personalized experience not only boosts retention but also allows media brands to differentiate in a highly saturated marketplace.

AI is also playing a pivotal role in interactive and immersive content experiences. In gaming, real-time AI-driven opponent behaviors, dynamic storytelling, and procedurally generated environments are elevating gameplay and engagement. In virtual concerts, live events, and augmented reality (AR) experiences, AI is being used to simulate crowd reactions, manage visual overlays, and enhance audio-visual interactions. Furthermore, chatbots and virtual influencers—powered by natural language processing—are being employed to extend brand narratives and connect with audiences beyond traditional formats. As media becomes increasingly interactive, AI is enabling a two-way flow of communication, where users are no longer just passive consumers but co-creators and participants in the experience.

How Is AI Revolutionizing Content Production and Monetization?

In the realm of content creation, AI is enabling faster, smarter, and more cost-effective production processes. Scriptwriting assistants analyze successful narratives and suggest plot structures or dialogue lines. AI-powered editing software can automatically select the best scenes, adjust color grading, and optimize audio quality, cutting down post-production time significantly. Visual effects (VFX) studios are using AI to automate complex tasks such as rotoscoping and motion capture enhancement, freeing up artists to focus on more creative aspects of storytelling. In animation, AI can generate entire sequences based on minimal input, reducing turnaround time while maintaining artistic integrity.

On the monetization side, AI is being integrated into programmatic advertising systems that analyze viewer behavior in real time and serve hyper-targeted ads. Dynamic ad insertion, powered by AI, allows broadcasters and streamers to customize commercial breaks based on demographics, geography, and user preferences. AI is also transforming rights management and content licensing through intelligent tagging, cataloging, and usage tracking—helping content owners maximize returns across multiple distribution platforms. In music and publishing, AI tools are enabling artists and authors to better understand audience sentiment and market trends, guiding creative decisions and revenue strategies. This convergence of creativity, analytics, and automation is fueling new business models across the media value chain.

What’s Fueling the Growth in the AI in Media and Entertainment Market?

The growth in the Artificial Intelligence in media and entertainment market is driven by several factors tied to technological advancements, evolving content delivery ecosystems, and increasing consumer demand for personalization. One of the primary growth drivers is the explosive rise in digital content consumption, which has created a need for scalable and intelligent systems to manage content curation, production, and delivery. The proliferation of OTT platforms and mobile-first entertainment has accelerated the deployment of AI-based recommendation engines, viewer behavior analytics, and adaptive streaming technologies.

The integration of AI with real-time video processing, natural language generation, and deepfake technology is enabling the creation of high-quality content at lower costs and with greater efficiency. Meanwhile, the demand for immersive and interactive experiences in gaming, virtual events, and extended reality (XR) platforms is pushing the adoption of AI for real-time personalization, physics simulation, and character modeling. Another significant driver is the increasing application of AI in media analytics, helping companies measure engagement, sentiment, and campaign effectiveness across digital channels. Finally, the need for efficient digital rights management, content moderation, and audience segmentation is reinforcing AI’s role as an essential layer in the monetization and distribution strategy of modern media companies. Together, these trends are propelling the AI in media and entertainment market into a new era of intelligent, dynamic, and data-driven storytelling.

SCOPE OF STUDY:

The report analyzes the Artificial Intelligence (AI) in Media and Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:
Component (Software Component, Services Component, Hardware Component); Application (Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application, Other Applications)

Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 23 Featured) -
  • Amazon Web Services, Inc.
  • GrayMeta, Inc.
  • IBM Corporation
  • Move AI Ltd.
  • Pixellot
  • Spiideo AB
  • Sportway AB
  • Synthesia
  • Valossa Labs Oy
  • Veritone
AI INTEGRATIONS
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Table of Contents

129 Pages
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
TRANSFORMING CREATIVITY: THE GROWING ROLE OF AI IN THE MEDIA & ENTERTAINMENT SPACE
Rewriting the Script: How AI Is Shaping the Future of Media and Entertainment Industry?
AI Emerges as a Highly Disruptive Force in Media & Entertainment Industry
What Are the Key Benefits of AI in Media and Entertainment Industry?
Exploring the Use Cases of AI in Media & Entertainment
Real-World Examples of AI Use in Media & Entertainment Sector
WHAT DOES THE FUTURE HOLD FOR AI IN MEDIA & ENTERTAINMENT INDUSTRY?
Trends, Drivers & Challenges in Brief
Services Segment to Record High Gains
Sales & Marketing Emerges as the Top Application Category
Developed Regions Lead, High Growth Potential in Developing Economies
COMPETITIVE LANDSCAPE
Artificial Intelligence (AI) in Media and Entertainment – Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
KEY AI TECHNOLOGIES TRANSFORMING CREATIVITY, PRODUCTION & EXPERIENCE IN M&E INDUSTRY
AI Technologies Reshape M&E Sector
How Natural Language Generation is Transforming Media & Entertainment?
Rising Significance of NLP in Fighting Misinformation and Fake News
Natural Language Processing for Script Writing Accelerates Creative Developments
Seeing the Future: How Computer Vision Is Transforming Media and Entertainment?
Shaping Tomorrow: The Impact of Machine Learning and Predictive Analytics on Media and Entertainment
AI IN MEDIA & ENTERTAINMENT: GROWTH DRIVERS & MARKET OPPORTUNITIESAND
Explosive Growth of Digital Content Consumption Enhances Significance of AI
Consumer Spending on Digital Products & Services Continues to Make Gains: Global Breakdown of Consumer Spending by Non-Digital and Digital Formats (in %) for the Years 2019, 2021, 2023, 2025, 2027 and 2029
How Is the Rising Demand for Personalized Content Fueling AI Adoption in M&E Sector?
Streaming Continues to Grow in Popularity: Global Video Streaming Market Breakdown of Viewer Base (in %) by Media Type for 2025
Top Streaming Services Worldwide - Ranked by Number of Subscribers in Million
Video Streaming Subscriptions Globally: Proportion of Subscriptions (by Household) for the Period 2015-2025E
Global Music Streaming Revenue in $ Billion for the Years 2014-2024
Global Music Streaming Market: Top Players by Number of Listeners
Creativity Reimagined: AI-Powered Tools Transforming Media and Entertainment
The Rise of AI in Streaming Platforms: Reshaping Digital Entertainment
How Is AI Driving Viewer Engagement and Immersion in Media and Entertainment?
AI in Content Creation and VFX: Redefining Creativity in Media and Entertainment
Global Animation and VFX Market Size in US$ Billion for the Years 2025, 2027, 2029 and 2031
Generative AI Unlocks New Creative Horizons in the Media & Entertainment Industry
Generative AI Driving New Content Creation
Increasing Integration of AI into Animal & Visual Effects
Accelerating Production Timelines: How AI Adoption is Transforming Media and Entertainment?
New Monetization Models: Unlocking AI-Driven Revenue Streams in Media and Entertainment
AI Automation Enhancing Operational Efficiency
AI-Powered Analytics Unlocking Deeper Insights
WHICH AI TRENDS & INNOVATIONS ARE DEFINING MEDIA’S FUTURE?
Multimodal AI: Redefining Storytelling in the Media & Entertainment Era
Major Technological Components of Multimodal AI
Role of Multimodal and Generative AI in Video Storytelling
Trailblazing Uses of Multimodal AI
AI-Driven Personalization Spurs Growth in Content Delivery
Automation in Video Editing Unlocks New Levels of Efficiency
Consumer Engagement Drives AI Integration in Advertising
Growth of AI-Powered Music Composition Expands Creative Boundaries
AI in Game Development: Driving the Future of Immersive Play
Deep Learning in Visual Effects Expands the Horizons of Movie Production
AI Revolutionizes Translation, Dubbing, and Subtitling: Transforming Global Content Access
Emerging Innovations in AI Transforming the Entertainment and Media Sector
WHAT ARE THE MAJOR CHALLENGES CONFRONTING ADOPTION OF AI IN M&E SECTOR?
Challenges Slowing Down AI Adoption in the Media and Entertainment Industry
Deepfake and Synthetic Media Dilemmas: Balancing Innovation and Accountability in Media
Evolving Global Regulatory Trends: Implications for AI in M&E Sector
2. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Artificial Intelligence (AI) in Media and Entertainment Market Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Services Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Services Component by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Sales & Marketing Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Sales & Marketing Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Personalization Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Personalization Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Production Planning & Management Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Production Planning & Management Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Plagiarism Detection Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Plagiarism Detection Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Fake Story Detection Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Fake Story Detection Application by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 22: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 23: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Revenues for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 24: USA Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 25: USA 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 26: USA Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 27: USA 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
CANADA
TABLE 28: Canada Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 29: Canada 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 30: Canada Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 31: Canada 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
JAPAN
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 32: Japan Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 33: Japan 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 34: Japan Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 35: Japan 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
CHINA
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 36: China Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 37: China 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 38: China Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 39: China 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
EUROPE
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 40: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Revenues in US$ Thousand for Years 2024 through 2030 and % CAGR
TABLE 41: Europe 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Geographic Region - Percentage Breakdown of Value Revenues for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 42: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 43: Europe 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 44: Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 45: Europe 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
FRANCE
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 46: France Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 47: France 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 48: France Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 49: France 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
GERMANY
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 50: Germany Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 51: Germany 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 52: Germany Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 53: Germany 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
ITALY
TABLE 54: Italy Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 55: Italy 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 56: Italy Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 57: Italy 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
UNITED KINGDOM
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 58: UK Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 59: UK 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 60: UK Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 61: UK 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
REST OF EUROPE
TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 63: Rest of Europe 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 65: Rest of Europe 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
ASIA-PACIFIC
Artificial Intelligence (AI) in Media and Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 67: Asia-Pacific 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 69: Asia-Pacific 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
REST OF WORLD
TABLE 70: Rest of World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Component - Software Component, Services Component and Hardware Component - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 71: Rest of World 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Component - Percentage Breakdown of Value Revenues for Software Component, Services Component and Hardware Component for the Years 2025 & 2030
TABLE 72: Rest of World Recent Past, Current & Future Analysis for Artificial Intelligence (AI) in Media and Entertainment by Application - Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications - Independent Analysis of Annual Revenues in US$ Thousand for the Years 2024 through 2030 and % CAGR
TABLE 73: Rest of World 6-Year Perspective for Artificial Intelligence (AI) in Media and Entertainment by Application - Percentage Breakdown of Value Revenues for Sales & Marketing Application, Gaming Application, Personalization Application, Production Planning & Management Application, Plagiarism Detection Application, Fake Story Detection Application and Other Applications for the Years 2025 & 2030
IV. COMPETITION
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