{"product_id":"global-ai-in-media-entertainment-market-size-study-by-solution-hardware-equipment-services-by-application-gaming-personalization-fake-story-detection-plagiarism-detection-production-planning-management-sales-marketing-talent-identificati","title":"Global AI In Media \u0026 Entertainment Market Size study, by Solution (Hardware\/Equipment, Services), By Application (Gaming, Personalization, Fake Story Detection, Plagiarism Detection, Production Planning \u0026 Management, Sales \u0026 Marketing, Talent Identificati","description":"\u003cp\u003eGlobal AI In Media \u0026amp; Entertainment Market Size study, by Solution (Hardware\/Equipment, Services), By Application (Gaming, Personalization, Fake Story Detection, Plagiarism Detection, Production Planning \u0026amp; Management, Sales \u0026amp; Marketing, Talent Identification, Content Capture, Sports Automatic Productions) and Regional Forecasts 2022-2028\u003c\/p\u003e\n\n\u003cp\u003eGlobal AI In Media \u0026amp; Entertainment Market is valued approximately USD 10.87 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 26.9% over the forecast period 2022-2028. Artificial intelligence (AI) applications in gaming, false story recognition, plagiarism detection, production planning and management, customization, sales and marketing, talent acquisition, and other sectors are accelerating the worldwide AI in the media and entertainment sector. The market is being driven by the rising popularity of virtual creation in the media and entertainment industries, as well as its capacity to generate high-definition visuals and real-time virtual environments. Furthermore, favourable government measures are projected to have a positive influence on sector growth. In athletic events, AI algorithms are utilized to detect objects and actions. It may also employ drone video to generate intriguing content and in-depth sports commentary in its broadcasts. For example, Netflix, a well-known platform, has integrated AI technology in order to provide a more customised experience to its subscribers. This AI-powered solution will automatically complete numerous machine learning pipelines that provide suggestions for shows\/movies\/programs. The media and entertainment industries are experiencing unprecedented transformation. For example, in June 2020, Epic Games, Inc.'s Unreal Engine 4.25, a PlayStation programme, was improved and the advanced version was released. An unreal engine is a piece of VFX software used for developing, pre-visualizing, and visual editing effects in real time. Furthermore, significant attempts are being made by film-making businesses, such as 20th Century Fox, who employed IBM's AI system, Watson, to generate a trailer for the horror thriller \"\"Morgan.\"\" However, threat of Cyber attacks impedes the growth of the market over the forecast period of 2022-2028.\u003c\/p\u003e\n\n\u003cp\u003eThe key regions considered for the Global AI In Media \u0026amp; Entertainment Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America emerged as the market leader. This expansion was mostly owing to corporations' large spending in R\u0026amp;D for developing AI-based virtual production software solutions. One of the most notable developments observed in the region is the use of AI for voice and speech recognition. Furthermore, Asia Pacific is expected to have the greatest CAGR during the predicted period.\u003c\/p\u003e\n\n\u003cp\u003eMajor market player included in this report are:\u003cbr\u003e\nAmazon Web Services, Inc.\u003cbr\u003e\nEMG\u003cbr\u003e\nGearhouse South Africa Pty. Ltd.\u003cbr\u003e\nGravity Media\u003cbr\u003e\nGrayMeta\u003cbr\u003e\nInternational Business Machines Corp.\u003cbr\u003e\nLMG, LLC\u003cbr\u003e\nMatchroom Sport Ltd.\u003cbr\u003e\nProduction Resource Group, L.L.C.\u003cbr\u003e\nSynthesia Ltd.\u003cbr\u003e\nThe objective of the study is to define market sizes of different segments \u0026amp; countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors \u0026amp; challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:\u003cbr\u003e\nBy Solution:\u003cbr\u003e\nHardware\/Equipment\u003cbr\u003e\nServices\u003cbr\u003e\nBy Application:\u003cbr\u003e\nGaming\u003cbr\u003e\nPersonalization\u003cbr\u003e\nFake Story Detection\u003cbr\u003e\nPlagiarism Detection\u003cbr\u003e\nProduction Planning \u0026amp; Management\u003cbr\u003e\nSales \u0026amp; Marketing\u003cbr\u003e\nTalent Identification\u003cbr\u003e\nContent Capture\u003cbr\u003e\nSports Automatic Productions\u003cbr\u003e\nBy Region:\u003cbr\u003e\nNorth America\u003cbr\u003e\nU.S.\u003cbr\u003e\nCanada\u003cbr\u003e\nEurope\u003cbr\u003e\nUK\u003cbr\u003e\nGermany\u003cbr\u003e\nFrance\u003cbr\u003e\nSpain\u003cbr\u003e\nItaly\u003cbr\u003e\nROE\u003c\/p\u003e\n\n\u003cp\u003eAsia Pacific\u003cbr\u003e\nChina\u003cbr\u003e\nIndia\u003cbr\u003e\nJapan\u003cbr\u003e\nAustralia\u003cbr\u003e\nSouth Korea\u003cbr\u003e\nRoAPAC\u003cbr\u003e\nLatin America\u003cbr\u003e\nBrazil\u003cbr\u003e\nMexico\u003cbr\u003e\nRest of the World\u003c\/p\u003e\n\n\u003cp\u003eFurthermore, years considered for the study are as follows:\u003c\/p\u003e\n\n\u003cp\u003eHistorical year – 2018, 2019, 2020\u003cbr\u003e\nBase year – 2021\u003cbr\u003e\nForecast period – 2022 to 2028\u003c\/p\u003e\n\n\u003cp\u003eTarget Audience of the Global AI In Media \u0026amp; Entertainment Market in Market Study:\u003c\/p\u003e\n\n\u003cp\u003eKey Consulting Companies \u0026amp; Advisors\u003cbr\u003e\nLarge, medium-sized, and small enterprises\u003cbr\u003e\nVenture capitalists\u003cbr\u003e\nValue-Added Resellers (VARs)\u003cbr\u003e\nThird-party knowledge providers\u003cbr\u003e\nInvestment bankers\u003cbr\u003e\nInvestors\u003c\/p\u003e\n\n\u003cp\u003eCompanies Mentioned\u003c\/p\u003e\n\n\u003cp\u003eAmazon Web Services, Inc.\u003cbr\u003e\nEMG\u003cbr\u003e\nGearhouse South Africa Pty. Ltd.\u003cbr\u003e\nGravity Media\u003cbr\u003e\nGrayMeta\u003cbr\u003e\nInternational Business Machines Corp.\u003cbr\u003e\nLMG, LLC\u003cbr\u003e\nMatchroom Sport Ltd.\u003cbr\u003e\nProduction Resource Group, L.L.C.\u003cbr\u003e\nSynthesia Ltd.\u003c\/p\u003e\n\n\u003cp\u003ePlease note:The single user license is non-downloadable and non-printable. Global Site license allows these actions.\u003c\/p\u003e","brand":"Travel \u0026 Leisure","offers":[{"title":"June, 2022 \/ 200 Pages \/ MCW16193486","offer_id":47554757460274,"sku":null,"price":5940.0,"currency_code":"USD","in_stock":true}],"url":"https:\/\/www.hardmanwell.com\/products\/global-ai-in-media-entertainment-market-size-study-by-solution-hardware-equipment-services-by-application-gaming-personalization-fake-story-detection-plagiarism-detection-production-planning-management-sales-marketing-talent-identificati","provider":"HARDMAN AND WELL MANAGEMENT CONSULTANCIES L.L.C","version":"1.0","type":"link"}