Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Artificial Intelligence in Gaming Market by Type (On-Premise, Cloud-based), By Application (PC Gaming, TV Gaming, Smartphone & Tablet Gaming) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Artificial Intelligence in Gaming Market by Type (On-Premise, Cloud-based), By Application (PC Gaming, TV Gaming, Smartphone & Tablet Gaming) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 228495 4200 Service & Software 377 173 Pages 4.8 (36)
                                          

Market Overview:


The global artificial intelligence in gaming market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The increasing demand for AI-enabled gaming applications and games is one of the major factors driving the growth of this market. In addition, the growing popularity of cloud-based gaming services and rising adoption of virtual reality (VR) and augmented reality (AR) technologies are also contributing to the growth of this market. However, data security concerns may restrain the growth of this market to some extent during the forecast period. On basis on type, on premise artificial intelligence in gaming segment accounted for larger share in 2017 and it is projected to maintain its dominance throughout forecast period owing higher installation base as compared cloud-based AIGaming solutions. On basis on application, PC Gaming segment dominated overall Artificial Intelligence Gaming Market with highest revenue share contribution in 2017 followed by TV Gaming & Smartphone & Tablet segments respectively due increased penetration rate across different geographies coupled with technological advancements that has made these devices capable enough handle more complex games which inturn has attracted end users towards such platforms for playing games rather than using traditional consoles or handheld devices .


Global Artificial Intelligence in Gaming Industry Outlook


Product Definition:


Artificial intelligence is a simulated intelligence that performs tasks usually reserved for humans, such as reasoning, natural communication, and problem-solving. Artificial intelligence gaming is the use of artificial intelligence technology within video games. The purpose of artificial intelligence in gaming can be divided into two main categories: gameplay and development.


On-Premise:


On-premise is a term used for referring to the practice of deploying software products and services within an organization's data center. The deployment model involves physical access to the server, where all services are provided. In this model, end-users have full control over operating systems and applications as they are installed and run from inside the organization itself.


Cloud-based:


Cloud-based gaming is a model in which the games are hosted on the cloud and can be played by any device connected to the internet. The artificial intelligence (AI) in gaming market has witnessed significant growth over recent years owing to technological advancements, such as big data analytics, machine learning, and virtual reality. These technologies have enabled game developers to offer enhanced gaming experiences using smart devices with high-resolution displays.


Application Insights:


The smartphone and tablet gaming segment dominated the market in 2017. This can be attributed to the increasing usage of smartphones and tablets, which offer a convenient platform for gamers. Moreover, rising penetration of social media platforms has led to an increased number of mobile game downloads across the globe. The PC gaming segment is expected to witness significant growth over the forecast period owing to increasing demand for advanced technology products such as high-end desktops, laptops, and handheld devices from consumers around the globe.


Consumers are preferring console games over computer games due to various factors such as availability of different types of games on different platforms (computer & console), preference for physical or digital purchase depending upon region, cost associated with it (if purchased separately), etc. However, artificial intelligence in video gaming offers numerous opportunities that can drive its adoption across all major regions globally by 2030 if not sooner.


Regional Analysis:


The market in North America is expected to be the early adopter of artificial intelligence (AI) technology. The region accounted for more than 35% share in terms of revenue and is anticipated to grow at a significant rate over the forecast period. This growth can be attributed to increasing investments by companies, such as Google, Inc.; Apple Inc.; Microsoft Corporation; and IBM Corporation; among others. These companies are making strategic investments in order to gain an edge over their competitors or for developing new products that can enhance user experience. For instance, Google has developed a program called Accelerated AI (AID), which aims at tackling some of the key challenges associated with AI such as training data sets and model evaluation metric across different fields including computer vision, speech recognition, translation etc.


Growth Factors:


  • Increasing demand for AI-enabled gaming devices
  • Proliferation of cloud-based gaming services
  • Growing popularity of eSports tournaments
  • Advances in machine learning and natural language processing algorithms
  • Emergence of virtual reality and augmented reality technologies

Scope Of The Report

Report Attributes

Report Details

Report Title

Artificial Intelligence in Gaming Market Research Report

By Type

On-Premise, Cloud-based

By Application

PC Gaming, TV Gaming, Smartphone & Tablet Gaming

By Companies

Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase, Nintendo, Square Enix, Konami, Take-Two Interactive, NCSoft, Google, Baidu, IBM, SAP, Intel, Salesforce, Brighterion, KITT.AI

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

173

Number of Tables & Figures

122

Customization Available

Yes, the report can be customized as per your need.


Global Artificial Intelligence in Gaming Market Report Segments:

The global Artificial Intelligence in Gaming market is segmented on the basis of:

Types

On-Premise, Cloud-based

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

PC Gaming, TV Gaming, Smartphone & Tablet Gaming

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Ubisoft
  2. EA
  3. Tencent
  4. Sony
  5. Microsoft
  6. Playtika
  7. Activision Blizzard
  8. NetEase
  9. Nintendo
  10. Square Enix
  11. Konami
  12. Take-Two Interactive
  13. NCSoft
  14. Google
  15. Baidu
  16. IBM
  17. SAP
  18. Intel
  19. Salesforce
  20. Brighterion
  21. KITT.AI

Global Artificial Intelligence in Gaming Market Overview


Highlights of The Artificial Intelligence in Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. On-Premise
    2. Cloud-based
  1. By Application:

    1. PC Gaming
    2. TV Gaming
    3. Smartphone & Tablet Gaming
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Artificial Intelligence in Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

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Global Artificial Intelligence in Gaming Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Artificial intelligence is a computer science technique that allows a machine to exhibit some or all of the cognitive abilities of humans. In gaming, artificial intelligence can be used to create characters that act autonomously in games, making decisions based on their own programmed logic.

Some of the key players operating in the artificial intelligence in gaming market are Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase, Nintendo, Square Enix, Konami, Take-Two Interactive, NCSoft, Google, Baidu, IBM, SAP, Intel, Salesforce, Brighterion, KITT.AI.

The artificial intelligence in gaming market is expected to grow at a compound annual growth rate of 25%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Artificial Intelligence in Gaming Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Artificial Intelligence in Gaming Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Artificial Intelligence in Gaming Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Artificial Intelligence in Gaming Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Artificial Intelligence in Gaming Market Size & Forecast, 2018-2028       4.5.1 Artificial Intelligence in Gaming Market Size and Y-o-Y Growth       4.5.2 Artificial Intelligence in Gaming Market Absolute $ Opportunity

Chapter 5 Global Artificial Intelligence in Gaming Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Artificial Intelligence in Gaming Market Size Forecast by Type
      5.2.1 On-Premise
      5.2.2 Cloud-based
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Artificial Intelligence in Gaming Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Artificial Intelligence in Gaming Market Size Forecast by Applications
      6.2.1 PC Gaming
      6.2.2 TV Gaming
      6.2.3 Smartphone & Tablet Gaming
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Artificial Intelligence in Gaming Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Artificial Intelligence in Gaming Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Artificial Intelligence in Gaming Analysis and Forecast
   9.1 Introduction
   9.2 North America Artificial Intelligence in Gaming Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Artificial Intelligence in Gaming Market Size Forecast by Type
      9.6.1 On-Premise
      9.6.2 Cloud-based
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Artificial Intelligence in Gaming Market Size Forecast by Applications
      9.10.1 PC Gaming
      9.10.2 TV Gaming
      9.10.3 Smartphone & Tablet Gaming
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Artificial Intelligence in Gaming Analysis and Forecast
   10.1 Introduction
   10.2 Europe Artificial Intelligence in Gaming Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Artificial Intelligence in Gaming Market Size Forecast by Type
      10.6.1 On-Premise
      10.6.2 Cloud-based
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Artificial Intelligence in Gaming Market Size Forecast by Applications
      10.10.1 PC Gaming
      10.10.2 TV Gaming
      10.10.3 Smartphone & Tablet Gaming
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Artificial Intelligence in Gaming Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Artificial Intelligence in Gaming Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Artificial Intelligence in Gaming Market Size Forecast by Type
      11.6.1 On-Premise
      11.6.2 Cloud-based
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Artificial Intelligence in Gaming Market Size Forecast by Applications
      11.10.1 PC Gaming
      11.10.2 TV Gaming
      11.10.3 Smartphone & Tablet Gaming
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Artificial Intelligence in Gaming Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Artificial Intelligence in Gaming Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Artificial Intelligence in Gaming Market Size Forecast by Type
      12.6.1 On-Premise
      12.6.2 Cloud-based
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Artificial Intelligence in Gaming Market Size Forecast by Applications
      12.10.1 PC Gaming
      12.10.2 TV Gaming
      12.10.3 Smartphone & Tablet Gaming
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Artificial Intelligence in Gaming Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Artificial Intelligence in Gaming Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Artificial Intelligence in Gaming Market Size Forecast by Type
      13.6.1 On-Premise
      13.6.2 Cloud-based
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Artificial Intelligence in Gaming Market Size Forecast by Applications
      13.10.1 PC Gaming
      13.10.2 TV Gaming
      13.10.3 Smartphone & Tablet Gaming
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Artificial Intelligence in Gaming Market: Competitive Dashboard
   14.2 Global Artificial Intelligence in Gaming Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Ubisoft
      14.3.2 EA
      14.3.3 Tencent
      14.3.4 Sony
      14.3.5 Microsoft
      14.3.6 Playtika
      14.3.7 Activision Blizzard
      14.3.8 NetEase
      14.3.9 Nintendo
      14.3.10 Square Enix
      14.3.11 Konami
      14.3.12 Take-Two Interactive
      14.3.13 NCSoft
      14.3.14 Google
      14.3.15 Baidu
      14.3.16 IBM
      14.3.17 SAP
      14.3.18 Intel
      14.3.19 Salesforce
      14.3.20 Brighterion
      14.3.21 KITT.AI

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