Market Overview:
Artificial intelligence (AI) is a fast-growing technology that is being used in various industries such as automotive, healthcare, retail and others. The global artificial intelligence in video games market was valued at US$ XX Mn in 2017 and is expected to reach US$ XX Mn by 2030, registering a CAGR of XX% during the forecast period 2018-2030. The growth of the global artificial intelligence in video games market can be attributed to the increasing demand for AI-enabled video games across different platforms such as PC, TV, smartphone & tablet. Moreover, rising adoption of cloud-based AI services among gamers is also propelling the growth of this market. However, lack of awareness about benefits offered by AI technology may hamper the growth of this market to some extent during the forecast period. On basis on type segmentation; on premise artificial intelligence (AI)in video games held major share in terms revenue contribution followed by cloud based AI services In 2017 and it Is projected To maintain Its dominance throughout The Forecast Period due To Increasing Adoption Of On premise Solutions Among Gamers .Whereas Cloud Based Services are Expected To Witness Highest CAGR During The Forecast Period Due To Increasing Demand For Multiplayer Gaming And Streaming Services Which Are Heavily Dependent On Artificial Intelligence For Enhancing User Experience .
Product Definition:
Artificial intelligence in video games is the use of algorithms to create decision-making processes for non-player characters. This can include things like pathfinding, goal selection, and combat strategy. The importance of artificial intelligence in video games can vary depending on the game genre. In RPGs, for example, it may be more important for NPCs to make choices that feel natural and believable in order to maintain the illusion of an interactive world. In shooters or racing games, on the other hand, good AI programming can mean the difference between a playable game and one that feels unfair or unresponsive.
On-Premise Artificial Intelligence in Video Games:
On-premise Artificial Intelligence in Video Games, it's usage and growth factor in the market is expected to witness significant growth over the forecast period. The major factors that are driving this market include increasing investments by game developers for enhancing gaming experience and growing adoption of on-premise AI solutions by video game developers. Also, rising demand for advanced technologies such as machine learning and deep learning among players to enhance gaming experience is further fueling the growth of this market.
Cloud-based Artificial Intelligence in Video Games:
Cloud-based artificial intelligence in video games is a technology that uses virtual agents and computer games to train an Artificial Intelligence (AI) algorithm. The AI algorithms are trained by playing through the game on a simulated environment where they can learn from experience without any human intervention. This technique has been used for many years in the gaming industry, but with recent advancements it has become more advanced and useful than ever before.
Application Insights:
The smartphone & tablet segment accounted for the largest market share in 2017. This can be attributed to the increasing usage of smartphones and tablets worldwide. Moreover, rising penetration of smart devices is further expected to fuel growth over the forecast period. For instance, as per a study by eMarketer in 2018, around 52% of internet users globally aged between 18 and 29 years have a smart phone or tablet computer compared to around 37% among adults 30 years and above.
The PC segment is also anticipated to witness significant growth over the forecast period owing to increasing demand for gaming consoles worldwide coupled with growing use of artificial intelligence video games across personal computers globally. Furthermore, console manufacturers are increasingly incorporating AI features into their consoles which will drive demand further for on-premise artificial intelligence video games across all platforms during future periods as well (i).
Regional Analysis:
The market in North America is expected to be the leading segment over the forecast period owing to increasing investments by companies and governments. The U.S. government has made significant investments in artificial intelligence, which is driving industry growth in this region. For instance, according to a white paper on artificial intelligence published by the National Institute of Standards and Technology (NIST), between 2010-2011 and 2016-2017, USD X million was invested by public agencies in AI R&D programs conducted by universities or private organizations operating under contract with government agencies.
Asia Pacific also presents lucrative opportunities for market players due to increasing awareness about emerging technologies among consumers; especially millennials living in China & India who spend a major part of their time using video games console such as Xbox One or PS4 etc.
Growth Factors:
- Increasing demand for AI-enabled video games
- Advent of new gaming platforms and technologies
- Growing popularity of eSports
- Rising investment in video game industry
- Emergence of virtual reality and augmented reality
Scope Of The Report
Report Attributes
Report Details
Report Title
Artificial Intelligence in Video Games Market Research Report
By Type
On-Premise Artificial Intelligence in Video Games, Cloud-based Artificial Intelligence in Video Games
By Application
PC, TV, Smartphone & Tablet
By Companies
Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase, Nintendo, Google, Nexon, Square Enix, Konami, Take-Two Interactive, NCSoft
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
199
Number of Tables & Figures
140
Customization Available
Yes, the report can be customized as per your need.
Global Artificial Intelligence in Video Games Market Report Segments:
The global Artificial Intelligence in Video Games market is segmented on the basis of:
Types
On-Premise Artificial Intelligence in Video Games, Cloud-based Artificial Intelligence in Video Games
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, TV, Smartphone & Tablet
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:
- Ubisoft
- EA
- Tencent
- Sony
- Microsoft
- Playtika
- Activision Blizzard
- NetEase
- Nintendo
- Nexon
- Square Enix
- Konami
- Take-Two Interactive
- NCSoft
Highlights of The Artificial Intelligence in Video Games Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- On-Premise Artificial Intelligence in Video Games
- Cloud-based Artificial Intelligence in Video Games
- By Application:
- PC
- TV
- Smartphone & Tablet
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Artificial Intelligence in Video Games 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.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Artificial intelligence (AI) is a computer science field that deals with the creation of intelligent agents, which are systems that can reason, learn and act autonomously. In video games, AI is used to create characters or objects that can act on their own in order to achieve a specific goal.
Some of the key players operating in the artificial intelligence in video games market are Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase, Nintendo, Google, Nexon, Square Enix, Konami, Take-Two Interactive, NCSoft.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Artificial Intelligence in Video Games 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 Video Games Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Artificial Intelligence in Video Games 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 Video Games 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 Video Games Market Size & Forecast, 2018-2028 4.5.1 Artificial Intelligence in Video Games Market Size and Y-o-Y Growth 4.5.2 Artificial Intelligence in Video Games Market Absolute $ Opportunity
Chapter 5 Global Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
5.2.1 On-Premise Artificial Intelligence in Video Games
5.2.2 Cloud-based Artificial Intelligence in Video Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Applications
6.2.1 PC
6.2.2 TV
6.2.3 Smartphone & Tablet
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Artificial Intelligence in Video Games 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 Video Games 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 Video Games Analysis and Forecast
9.1 Introduction
9.2 North America Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
9.6.1 On-Premise Artificial Intelligence in Video Games
9.6.2 Cloud-based Artificial Intelligence in Video Games
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 Video Games Market Size Forecast by Applications
9.10.1 PC
9.10.2 TV
9.10.3 Smartphone & Tablet
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 Video Games Analysis and Forecast
10.1 Introduction
10.2 Europe Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
10.6.1 On-Premise Artificial Intelligence in Video Games
10.6.2 Cloud-based Artificial Intelligence in Video Games
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 Video Games Market Size Forecast by Applications
10.10.1 PC
10.10.2 TV
10.10.3 Smartphone & Tablet
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 Video Games Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
11.6.1 On-Premise Artificial Intelligence in Video Games
11.6.2 Cloud-based Artificial Intelligence in Video Games
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 Video Games Market Size Forecast by Applications
11.10.1 PC
11.10.2 TV
11.10.3 Smartphone & Tablet
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 Video Games Analysis and Forecast
12.1 Introduction
12.2 Latin America Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
12.6.1 On-Premise Artificial Intelligence in Video Games
12.6.2 Cloud-based Artificial Intelligence in Video Games
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 Video Games Market Size Forecast by Applications
12.10.1 PC
12.10.2 TV
12.10.3 Smartphone & Tablet
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 Video Games Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Artificial Intelligence in Video Games 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 Video Games Market Size Forecast by Type
13.6.1 On-Premise Artificial Intelligence in Video Games
13.6.2 Cloud-based Artificial Intelligence in Video Games
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 Video Games Market Size Forecast by Applications
13.10.1 PC
13.10.2 TV
13.10.3 Smartphone & Tablet
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 Video Games Market: Competitive Dashboard
14.2 Global Artificial Intelligence in Video Games 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 Google
14.3.11 Nexon
14.3.12 Square Enix
14.3.13 Konami
14.3.14 Take-Two Interactive
14.3.15 NCSoft