AI in Games Market Overview
Gaming companies have all the data they need to understand who their users are, how they engage with the product, and whether they are likely to churn. The challenge is gaining valuable business insights into the data and taking action before opportunities pass and users leave the game. AI/ML helps bridge this gap by providing real-time, actionable insights on near limitless data streams so companies can design around these analytics and act more quickly to resolve issues. The revenue generating opportunities in the gaming industry is one reason it’s a highly competitive market. Keeping gamers engaged requires emphasizing the user experience and continuous delivery of high-quality content personalized to a company’s most valued customers.
Report Metric | Details |
Market size available for years | 2023–2030 |
Base year considered | 2023 |
Forecast period | 2024–2030 |
Forecast unit | Value (USD Million) |
Segments covered | Technology , Industry Vertical and Region |
Regions covered | North America (the U.S. and Canada), Europe (UK, Germany, France, Italy, Spain, Russia, Rest of Europe), Asia-Pacific (China, India, Japan, Australia, South East Asia, Rest of Asia Pacific), Latin America and the Middle East and Africa (Brazil, Saudi Arabia, UAE, Rest of LAMEA) |
Companies covered | Google, IBM, Baidu, Microsoft, Apple Inc., Ipsoft, NVIDIA corporation, Samsung Electronics Co.Ltd, MicroStrategy Inc., Qlik Technologies Inc, Verint Systems Inc (Next IT Corp). |
The covid-19 Impact on AI in Games Market:
Like several different industries, COVID-19 badly knocked the electronic and semiconductor Industry. This new event has compact nearly 230 countries in exactly a couple of weeks, leading to the forced conclusion of producing and transportation activities at intervals and across the countries. This has directly affected the expansion of the sector. It's calculable that COVID-19 to depart over USD thirty billion impacts on the physics and semiconductor Industry. The arena is majorly affected thanks to transport restrictions on major physics and semiconductor staple suppliers. However, the rising want for semiconductors in many industries can supply fast market recovery over the longer-term amount.
AI in Games Market Segment Overview
Based on technology, machine learning segment accounted largest market share,
Based on Industry Vertical, the market is divided into defence segment accounted the largest segment. The driving issue for this Industry vertical includes the involvement of sensitive knowledge like account details of the high-income cluster (HNI), Industry’s operations, and alternative essential knowledge.
Market Analysis, Insights and Forecast – By Technology
· Machine Learning,
· Natural Language Processing
· Context-Aware Computing
· Computer Vision
· Others (Image Processing, Speech Recognition)
Market Analysis, Insights and Forecast – By Industry Vertical
· Healthcare
· Automotive
· Agriculture
· Retail
· Marketing
· Telecommunication
· Defence
· Aerospace
· Media and Entertainment
· Others
AI in Games Market Regional Overview
Region-wise, in terms of regions, On the basis of regional analysis, the worldwide AI in Games Market is assessed into North America, Europe, Asia Pacific, and remainder of the planet. the most important share within the market are going to be dominated by North America. The technological advancements and an increase in applications of cloud-based ERP in producing, government, and retail fields within the USA and Canada.
AI in Games Market, By Geography
· North America (US & Canada)
· Europe (UK, Germany, France, Italy, Spain, & Rest of Europe)
· Asia-Pacific (Japan, China, India, Australia, & South Korea, & Rest of Asia-Pacific)
· LAMEA (Brazil, Saudi Arabia, UAE & Rest of LAMEA)
AI in Games Market Competitor overview
Some key developments and strategies adopted by manufacturers in the AI in Games are highlighted below.
· In 2020, Apple acquired a Seattle primarily based start-up xnor.ai for a deal quantity of $200 million. The acquisition is predicted to strengthen in delivering AI capabilities. Xnor.ai is that the listed in 2023 Forbes AI 50: America's most promising AI firms.
AI in Games Market, Key Players
· Google
· IBM
· Baidu
· Microsoft
· Apple Inc.
· Ipsoft
· NVIDIA corporation
· Samsung Electronics Co.Ltd
· MicroStrategy Inc.
· Qlik Technologies Inc
· Verint Systems Inc (Next IT Corp)
Frequently Asked Questions (FAQ) :
Q1. What is the total CAGR expected to be recorded for the AI in Games market during the forecast period?
AI in Games market is expected to record a CAGR of ~ xx% during the forecast period
Q2. Which segment is projected to hold the largest share in the AI in Games Market?
Machine learning segment is projected to hold the largest share in the AI in Games Market.
Q3. What are the driving factors for the AI in Games market?
Gaming companies have all the data they need to understand who their users are, how they engage with the product, and whether they are likely to churn are key factors that boost the growth of the AI in Games market progressively
Q4. Which Segments are covered in the AI in Games market report?
Technology, Industry Vertical, and Region, these segments are covered in the AI in Games market report
Q5. Which are the prominent players offering AI in Games?
Google, IBM, Baidu, Microsoft, Apple Inc., Ipsoft, NVIDIA Corporation, Samsung Electronics Co.Ltd, MicroStrategy Inc., Qlik Technologies Inc, Verint Systems Inc (Next IT Corp) are the prominent players offering AI in Games
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Opportunities
4. Key Insights
- 4.1. Key Emerging Trends – For Major Countries
- 4.2. Latest Technological Advancement
- 4.3. Regulatory Landscape
- 4.4. Industry SWOT Analysis
- 4.5. Porters Five Forces Analysis
5. Global AI in Games Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast – By Technology
- 5.2.1. Machine Learning,
- 5.2.2. Natural Language Processing
- 5.2.3. Context-Aware Computing
- 5.2.4. Computer Vision
- 5.2.5. Others (Image Processing, Speech Recognition)
- 5.3. Market Analysis, Insights and Forecast – By Industry Vertical
- 5.3.1. Healthcare
- 5.3.2. Automotive
- 5.3.3. Agriculture
- 5.3.4. Retail
- 5.3.5. Marketing
- 5.3.6. Telecommunication
- 5.3.7. Defence
- 5.3.8. Aerospace
- 5.3.9. Media and Entertainment
- 5.3.10. Others
- 5.4. Market Analysis, Insights and Forecast – By Region
- 5.4.1. North America
- 5.4.2. Europe
- 5.4.3. Asia Pacific
- 5.4.4. Latin America, Middle East, and Africa
6. North America AI in Games Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast – By Technology
- 6.2.1. Machine Learning,
- 6.2.2. Natural Language Processing
- 6.2.3. Context-Aware Computing
- 6.2.4. Computer Vision
- 6.2.5. Others (Image Processing, Speech Recognition)
- 6.3. Market Analysis, Insights and Forecast – By Industry Vertical
- 6.3.1. Healthcare
- 6.3.2. Automotive
- 6.3.3. Agriculture
- 6.3.4. Retail
- 6.3.5. Marketing
- 6.3.6. Telecommunication
- 6.3.7. Defence
- 6.3.8. Aerospace
- 6.3.9. Media and Entertainment
- 6.3.10. Others
- 6.4. Market Analysis, Insights and Forecast – By Country
- 6.4.1. U.S.
- 6.4.2. Canada
7. Europe AI in Games Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast – By Technology
- 7.2.1. Machine Learning,
- 7.2.2. Natural Language Processing
- 7.2.3. Context-Aware Computing
- 7.2.4. Computer Vision
- 7.2.5. Others (Image Processing, Speech Recognition)
- 7.3. Market Analysis, Insights and Forecast – By Industry Vertical
- 7.3.1. Healthcare
- 7.3.2. Automotive
- 7.3.3. Agriculture
- 7.3.4. Retail
- 7.3.5. Marketing
- 7.3.6. Telecommunication
- 7.3.7. Defence
- 7.3.8. Aerospace
- 7.3.9. Media and Entertainment
- 7.3.10. Others
- 7.4. Market Analysis, Insights and Forecast – By Country
- 7.4.1. UK
- 7.4.2. Germany
- 7.4.3. France
- 7.4.4. Italy
- 7.4.5. Spain
- 7.4.6. Russia
- 7.4.7. Rest of Europe
8. Asia Pacific AI in Games Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast – By Technology
- 8.2.1. Machine Learning,
- 8.2.2. Natural Language Processing
- 8.2.3. Context-Aware Computing
- 8.2.4. Computer Vision
- 8.2.5. Others (Image Processing, Speech Recognition)
- 8.3. Market Analysis, Insights and Forecast – By Industry Vertical
- 8.3.1. Healthcare
- 8.3.2. Automotive
- 8.3.3. Agriculture
- 8.3.4. Retail
- 8.3.5. Marketing
- 8.3.6. Telecommunication
- 8.3.7. Defence
- 8.3.8. Aerospace
- 8.3.9. Media and Entertainment
- 8.3.10. Others
- 8.4. Market Analysis, Insights and Forecast – By Country
- 8.4.1. China
- 8.4.2. India
- 8.4.3. Japan
- 8.4.4. Australia
- 8.4.5. South East Asia
- 8.4.6. Rest of Asia Pacific
9. Latin America, Middle East, and Africa AI in Games Market Analysis (USD Billion), Insights and Forecast, 2020-2027
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast – By Technology
- 9.2.1. Machine Learning,
- 9.2.2. Natural Language Processing
- 9.2.3. Context-Aware Computing
- 9.2.4. Computer Vision
- 9.2.5. Others (Image Processing, Speech Recognition)
- 9.3. Market Analysis, Insights and Forecast – By Industry Vertical
- 9.3.1. Healthcare
- 9.3.2. Automotive
- 9.3.3. Agriculture
- 9.3.4. Retail
- 9.3.5. Marketing
- 9.3.6. Telecommunication
- 9.3.7. Defence
- 9.3.8. Aerospace
- 9.3.9. Media and Entertainment
- 9.3.10. Others
- 9.4. Market Analysis, Insights and Forecast – By Country
- 9.4.1. Brazil
- 9.4.2. Saudi Arabia
- 9.4.3. UAE
- 9.4.4. Rest of LAMEA
10. Competitive Analysis
- 10.1. Company Market Share Analysis, 2018
- 10.2. Key Industry Developments
- 10.3. Company Profile
- 10.4. Google
- 10.4.1. Business Overview
- 10.4.2. Segment 1 & Service Offering
- 10.4.3. Overall Revenue
- 10.4.4. Geographic Presence
- 10.4.5. Recent Development
- 10.5. IBM
- 10.6. Baidu
- 10.7. Microsoft
- 10.8. Apple Inc.
- 10.9. Ipsoft
- 10.10. NVIDIA corporation
- 10.11. Samsung Electronics Co.Ltd
- 10.12. MicroStrategy Inc.
- 10.13. Qlik Technologies Inc
Data Library Research are conducted by industry experts who offer insight on industry structure, market segmentations technology assessment and competitive landscape (CL), and penetration, as well as on emerging trends. Their analysis is based on primary interviews (~ 80%) and secondary research (~ 20%) as well as years of professional expertise in their respective industries. Adding to this, by analysing historical trends and current market positions, our analysts predict where the market will be headed for the next five years. Furthermore, the varying trends of segment & categories geographically presented are also studied and the estimated based on the primary & secondary research.
In this particular report from the supply side Data Library Research has conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and SOFT) of the companies that active & prominent as well as the midsized organization
FIGURE 1: DLR RESEARH PROCESSPrimary Research
Extensive primary research was conducted to gain a deeper insight of the market and industry performance. The analysis is based on both primary and secondary research as well as years of professional expertise in the respective industries.
In addition to analysing current and historical trends, our analysts predict where the market is headed over the next five years.
It varies by segment for these categories geographically presented in the list of market tables. Speaking about this particular report we have conducted primary surveys (interviews) with the key level executives (VP, CEO’s, Marketing Director, Business Development Manager and many more) of the major players active in the market.
Secondary ResearchSecondary research was mainly used to collect and identify information useful for the extensive, technical, market-oriented, and Friend’s study of the Global Extra Neutral Alcohol. It was also used to obtain key information about major players, market classification and segmentation according to the industry trends, geographical markets, and developments related to the market and technology perspectives. For this study, analysts have gathered information from various credible sources, such as annual reports, sec filings, journals, white papers, SOFT presentations, and company web sites.
Market Size EstimationBoth, top-down and bottom-up approaches were used to estimate and validate the size of the Global market and to estimate the size of various other dependent submarkets in the overall Extra Neutral Alcohol. The key players in the market were identified through secondary research and their market contributions in the respective geographies were determined through primary and secondary research.
Forecast Model