Market Analysis and Insights: Global Artificial IntelligenceVideo Games Market
The global Artificial IntelligenceVideo Games market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Artificial IntelligenceVideo Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Artificial IntelligenceVideo Games market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Artificial IntelligenceVideo Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Artificial IntelligenceVideo Games market.
Global Artificial IntelligenceVideo Games Scope and Market Size
Market Analysis and Insights: Global Artificial Intelligence in Video Games Market
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. The role of AI in video games has expanded greatly since its introduction. Modern games often implement existing techniques from the field of artificial intelligence such as pathfinding and decision trees to guide the actions of NPCs. Additionally, AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation.
The global Artificial Intelligence in Video Games market size is projected to reach US$ million by 2030, from US$ million in 2022, at a CAGR of % during 2023-2030.
Fully considering the economic change by this health crisis, On-Premise Artificial Intelligence in Video Games accounting for % of the Artificial Intelligence in Video Games global market in 2022, is projected to value US$ million by 2030, growing at a revised % CAGR from 2023 to 2030. While PC segment is altered to an % CAGR throughout this forecast period.
China Artificial Intelligence in Video Games market size is valued at US$ million in 2022, while the North America and Europe Artificial Intelligence in Video Games are US$ million and US$ million, severally. The proportion of the North America is % in 2022, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2030, trailing a CAGR of % through the analysis period 2023-2030. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Artificial Intelligence in Video Games landscape, Germany is projected to reach US$ million by 2030 trailing a CAGR of % over the forecast period 2023-2030.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Artificial Intelligence in Video Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Artificial Intelligence in Video Games market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Artificial Intelligence in Video Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Artificial Intelligence in Video Games market.
Global Artificial Intelligence in Video Games Scope and Market Size
Artificial Intelligence in Video Games market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Artificial Intelligence in Video Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2018-2030.
Segment by Type
On-Premise Artificial Intelligence in Video Games
Cloud-based Artificial Intelligence in Video Games
Segment by Application
PC
TV
Smartphone & Tablet
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Ubisoft
EA
Tencent
Sony
Microsoft
Playtika
Activision Blizzard
NetEase
Nintendo
Nexon
Square Enix
Konami
Take-Two Interactive
NCSoft
The information for each competitor/Company Profile includes:
The content of the study subjects includes a total of 15 chapters:
Chapter 1, describes Artificial IntelligenceVideo Games product scope, market overview, market opportunities, market driving force, and market risks.
Chapter 2, profiles the top manufacturers of Artificial IntelligenceVideo Games, with price, sales, revenue, and global market share of Artificial IntelligenceVideo Games from 2019 to 2022.
Chapter 3, the Artificial IntelligenceVideo Games competitive situation, sales, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Artificial IntelligenceVideo Games breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.
Chapters 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, and application, from 2017 to 2028.
Chapters 7, 8, 9, 10, and 11, to break the sales data at the country level, with sales, revenue, and market share for key countries in the world, from 2017 to 2022. and the Artificial IntelligenceVideo Games market forecast, by regions, type, and application, with sales and revenue, from 2023 to 2028.
Chapter 12, the key raw materials and key suppliers, and industry chain of Artificial IntelligenceVideo Games.
Chapter 13, 14, and 15, to describe Artificial IntelligenceVideo Games sales channel, distributors, customers, research findings and conclusion, appendix and data source.
Key Indicators Analysed:
Reasons to Purchase this Report:
Research Methodology:
The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.
Report Attributes | Report Details |
---|---|
Report Title | Global Artificial Intelligence in Video Games Market Research Report 2023 |
Historical Year | 2018 to 2022 (Data from 2010 can be provided as per availability) |
Base Year | 2021 |
Forecast Year | 2029 |
Number of Pages | 96 Pages |
Customization Available | Yes, the report can be customized as per your need. |
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