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Artificial Intelligence in Gaming-Global Market Insights and Sales Trends 2025

Artificial Intelligence in Gaming-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1877445

No of Pages : 121

Synopsis
The global Artificial Intelligence in Gaming market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Artificial Intelligence in Gaming in various end use industries. The expanding demands from the PC Gaming, TV Gaming and Smartphone & Tablet Gaming,, are propelling Artificial Intelligence in Gaming market. On-Premise, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Cloud-based segment is estimated at % CAGR for the next seven-year period.
China and the United States are two leaders in AI industry. On the AI 100 list (2022) released by CB Insights, the number of companies in the United States ranks first, with more than 70 companies, followed by the United Kingdom, with 8 companies on the list. China and Canada both holds 5 companies on the list. According to data from the China Academy of Information and Communications Technology, the scale of China's core artificial intelligence industry reached ¥508 billion in 2022, a year-on-year increase of 18%. From 2013 to November 2022, the cumulative number of patent applications for artificial intelligence inventions in the world reached 729,000, and the cumulative number of applications in China reached 389,000, accounting for 53.4%. However, the Global Artificial Intelligence Innovation Index Report 2021 released by the China Institute of Scientific and Technological Information shows that the overall strength of the United States is still far ahead. The number of artificial intelligence companies in the United States is about 4,670, while China has only 880. China's data center is less than 1/76 of that of the United States.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Artificial Intelligence in Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Artificial Intelligence in Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Artificial Intelligence in Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Artificial Intelligence in Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Artificial Intelligence in Gaming covered in this report include Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase and Nintendo, etc.
The global Artificial Intelligence in Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
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
Global Artificial Intelligence in Gaming market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Artificial Intelligence in Gaming market, Segment by Type:
On-Premise
Cloud-based
Global Artificial Intelligence in Gaming market, by Application
PC Gaming
TV Gaming
Smartphone & Tablet Gaming
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Artificial Intelligence in Gaming companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Artificial Intelligence in Gaming
1.1 Artificial Intelligence in Gaming Market Overview
1.1.1 Artificial Intelligence in Gaming Product Scope
1.1.2 Artificial Intelligence in Gaming Market Status and Outlook
1.2 Global Artificial Intelligence in Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Artificial Intelligence in Gaming Market Size by Region (2018-2029)
1.4 Global Artificial Intelligence in Gaming Historic Market Size by Region (2018-2023)
1.5 Global Artificial Intelligence in Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Artificial Intelligence in Gaming Market Size (2018-2029)
1.6.1 North America Artificial Intelligence in Gaming Market Size (2018-2029)
1.6.2 Europe Artificial Intelligence in Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific Artificial Intelligence in Gaming Market Size (2018-2029)
1.6.4 Latin America Artificial Intelligence in Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa Artificial Intelligence in Gaming Market Size (2018-2029)
2 Artificial Intelligence in Gaming Market by Type
2.1 Introduction
2.1.1 On-Premise
2.1.2 Cloud-based
2.2 Global Artificial Intelligence in Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Artificial Intelligence in Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global Artificial Intelligence in Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Artificial Intelligence in Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Artificial Intelligence in Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Artificial Intelligence in Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Artificial Intelligence in Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Artificial Intelligence in Gaming Revenue Breakdown by Type (2018-2029)
3 Artificial Intelligence in Gaming Market Overview by Application
3.1 Introduction
3.1.1 PC Gaming
3.1.2 TV Gaming
3.1.3 Smartphone & Tablet Gaming
3.2 Global Artificial Intelligence in Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Artificial Intelligence in Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global Artificial Intelligence in Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Artificial Intelligence in Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Artificial Intelligence in Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Artificial Intelligence in Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Artificial Intelligence in Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Artificial Intelligence in Gaming Revenue Breakdown by Application (2018-2029)
4 Artificial Intelligence in Gaming Competition Analysis by Players
4.1 Global Artificial Intelligence in Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Artificial Intelligence in Gaming as of 2022)
4.3 Date of Key Players Enter into Artificial Intelligence in Gaming Market
4.4 Global Top Players Artificial Intelligence in Gaming Headquarters and Area Served
4.5 Key Players Artificial Intelligence in Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 Artificial Intelligence in Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Ubisoft
5.1.1 Ubisoft Profile
5.1.2 Ubisoft Main Business
5.1.3 Ubisoft Artificial Intelligence in Gaming Products, Services and Solutions
5.1.4 Ubisoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Ubisoft Recent Developments
5.2 EA
5.2.1 EA Profile
5.2.2 EA Main Business
5.2.3 EA Artificial Intelligence in Gaming Products, Services and Solutions
5.2.4 EA Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 EA Recent Developments
5.3 Tencent
5.3.1 Tencent Profile
5.3.2 Tencent Main Business
5.3.3 Tencent Artificial Intelligence in Gaming Products, Services and Solutions
5.3.4 Tencent Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Sony Recent Developments
5.4 Sony
5.4.1 Sony Profile
5.4.2 Sony Main Business
5.4.3 Sony Artificial Intelligence in Gaming Products, Services and Solutions
5.4.4 Sony Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Sony Recent Developments
5.5 Microsoft
5.5.1 Microsoft Profile
5.5.2 Microsoft Main Business
5.5.3 Microsoft Artificial Intelligence in Gaming Products, Services and Solutions
5.5.4 Microsoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 Microsoft Recent Developments
5.6 Playtika
5.6.1 Playtika Profile
5.6.2 Playtika Main Business
5.6.3 Playtika Artificial Intelligence in Gaming Products, Services and Solutions
5.6.4 Playtika Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Playtika Recent Developments
5.7 Activision Blizzard
5.7.1 Activision Blizzard Profile
5.7.2 Activision Blizzard Main Business
5.7.3 Activision Blizzard Artificial Intelligence in Gaming Products, Services and Solutions
5.7.4 Activision Blizzard Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 Activision Blizzard Recent Developments
5.8 NetEase
5.8.1 NetEase Profile
5.8.2 NetEase Main Business
5.8.3 NetEase Artificial Intelligence in Gaming Products, Services and Solutions
5.8.4 NetEase Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 NetEase Recent Developments
5.9 Nintendo
5.9.1 Nintendo Profile
5.9.2 Nintendo Main Business
5.9.3 Nintendo Artificial Intelligence in Gaming Products, Services and Solutions
5.9.4 Nintendo Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 Nintendo Recent Developments
5.10 Square Enix
5.10.1 Square Enix Profile
5.10.2 Square Enix Main Business
5.10.3 Square Enix Artificial Intelligence in Gaming Products, Services and Solutions
5.10.4 Square Enix Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Square Enix Recent Developments
5.11 Konami
5.11.1 Konami Profile
5.11.2 Konami Main Business
5.11.3 Konami Artificial Intelligence in Gaming Products, Services and Solutions
5.11.4 Konami Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.11.5 Konami Recent Developments
5.12 Take-Two Interactive
5.12.1 Take-Two Interactive Profile
5.12.2 Take-Two Interactive Main Business
5.12.3 Take-Two Interactive Artificial Intelligence in Gaming Products, Services and Solutions
5.12.4 Take-Two Interactive Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.12.5 Take-Two Interactive Recent Developments
5.13 NCSoft
5.13.1 NCSoft Profile
5.13.2 NCSoft Main Business
5.13.3 NCSoft Artificial Intelligence in Gaming Products, Services and Solutions
5.13.4 NCSoft Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.13.5 NCSoft Recent Developments
5.14 Google
5.14.1 Google Profile
5.14.2 Google Main Business
5.14.3 Google Artificial Intelligence in Gaming Products, Services and Solutions
5.14.4 Google Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.14.5 Google Recent Developments
5.15 Baidu
5.15.1 Baidu Profile
5.15.2 Baidu Main Business
5.15.3 Baidu Artificial Intelligence in Gaming Products, Services and Solutions
5.15.4 Baidu Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.15.5 Baidu Recent Developments
5.16 IBM
5.16.1 IBM Profile
5.16.2 IBM Main Business
5.16.3 IBM Artificial Intelligence in Gaming Products, Services and Solutions
5.16.4 IBM Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.16.5 IBM Recent Developments
5.17 SAP
5.17.1 SAP Profile
5.17.2 SAP Main Business
5.17.3 SAP Artificial Intelligence in Gaming Products, Services and Solutions
5.17.4 SAP Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.17.5 SAP Recent Developments
5.18 Intel
5.18.1 Intel Profile
5.18.2 Intel Main Business
5.18.3 Intel Artificial Intelligence in Gaming Products, Services and Solutions
5.18.4 Intel Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.18.5 Intel Recent Developments
5.19 Salesforce
5.19.1 Salesforce Profile
5.19.2 Salesforce Main Business
5.19.3 Salesforce Artificial Intelligence in Gaming Products, Services and Solutions
5.19.4 Salesforce Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.19.5 Salesforce Recent Developments
5.20 Brighterion
5.20.1 Brighterion Profile
5.20.2 Brighterion Main Business
5.20.3 Brighterion Artificial Intelligence in Gaming Products, Services and Solutions
5.20.4 Brighterion Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.20.5 Brighterion Recent Developments
5.21 KITT.AI
5.21.1 KITT.AI Profile
5.21.2 KITT.AI Main Business
5.21.3 KITT.AI Artificial Intelligence in Gaming Products, Services and Solutions
5.21.4 KITT.AI Artificial Intelligence in Gaming Revenue (US$ Million) & (2018-2023)
5.21.5 KITT.AI Recent Developments
6 North America
6.1 North America Artificial Intelligence in Gaming Market Size by Country (2018-2029)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe Artificial Intelligence in Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Artificial Intelligence in Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Artificial Intelligence in Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Artificial Intelligence in Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Artificial Intelligence in Gaming Market Dynamics
11.1 Artificial Intelligence in Gaming Industry Trends
11.2 Artificial Intelligence in Gaming Market Drivers
11.3 Artificial Intelligence in Gaming Market Challenges
11.4 Artificial Intelligence in Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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