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Global AI in Games Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global AI in Games Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Type I
      • 1.4.3 Type II
    • 1.5 Market by Application
      • 1.5.1 Global AI in Games Market Share by Application (2014-2025)
      • 1.5.2 Video Games
      • 1.5.3 Mobile Games
      • 1.5.4 Other
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 AI in Games Market Size
    • 2.2 AI in Games Growth Trends by Regions
      • 2.2.1 AI in Games Market Size by Regions (2014-2025)
      • 2.2.2 AI in Games Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 AI in Games Market Size by Manufacturers
      • 3.1.1 Global AI in Games Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global AI in Games Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global AI in Games Market Concentration Ratio (CR5 and HHI)
    • 3.2 AI in Games Key Players Head office and Area Served
    • 3.3 Key Players AI in Games Product/Solution/Service
    • 3.4 Date of Enter into AI in Games Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global AI in Games Market Size by Type (2014-2019)
    • 4.2 Global AI in Games Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States AI in Games Market Size (2014-2019)
    • 5.2 AI in Games Key Players in United States
    • 5.3 United States AI in Games Market Size by Type
    • 5.4 United States AI in Games Market Size by Application

    6 Europe

    • 6.1 Europe AI in Games Market Size (2014-2019)
    • 6.2 AI in Games Key Players in Europe
    • 6.3 Europe AI in Games Market Size by Type
    • 6.4 Europe AI in Games Market Size by Application

    7 China

    • 7.1 China AI in Games Market Size (2014-2019)
    • 7.2 AI in Games Key Players in China
    • 7.3 China AI in Games Market Size by Type
    • 7.4 China AI in Games Market Size by Application

    8 Japan

    • 8.1 Japan AI in Games Market Size (2014-2019)
    • 8.2 AI in Games Key Players in Japan
    • 8.3 Japan AI in Games Market Size by Type
    • 8.4 Japan AI in Games Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia AI in Games Market Size (2014-2019)
    • 9.2 AI in Games Key Players in Southeast Asia
    • 9.3 Southeast Asia AI in Games Market Size by Type
    • 9.4 Southeast Asia AI in Games Market Size by Application

    10 India

    • 10.1 India AI in Games Market Size (2014-2019)
    • 10.2 AI in Games Key Players in India
    • 10.3 India AI in Games Market Size by Type
    • 10.4 India AI in Games Market Size by Application

    11 Central & South America

    • 11.1 Central & South America AI in Games Market Size (2014-2019)
    • 11.2 AI in Games Key Players in Central & South America
    • 11.3 Central & South America AI in Games Market Size by Type
    • 11.4 Central & South America AI in Games Market Size by Application

    12 International Players Profiles

    • 12.1 Microsoft
      • 12.1.1 Microsoft Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 AI in Games Introduction
      • 12.1.4 Microsoft Revenue in AI in Games Business (2014-2019)
      • 12.1.5 Microsoft Recent Development
    • 12.2 Ubisoft
      • 12.2.1 Ubisoft Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 AI in Games Introduction
      • 12.2.4 Ubisoft Revenue in AI in Games Business (2014-2019)
      • 12.2.5 Ubisoft Recent Development
    • 12.3 Tencent
      • 12.3.1 Tencent Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 AI in Games Introduction
      • 12.3.4 Tencent Revenue in AI in Games Business (2014-2019)
      • 12.3.5 Tencent Recent Development
    • 12.4 EA
      • 12.4.1 EA Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 AI in Games Introduction
      • 12.4.4 EA Revenue in AI in Games Business (2014-2019)
      • 12.4.5 EA Recent Development
    • 12.5 Vivendi
      • 12.5.1 Vivendi Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 AI in Games Introduction
      • 12.5.4 Vivendi Revenue in AI in Games Business (2014-2019)
      • 12.5.5 Vivendi Recent Development
    • 12.6 Nintendo
      • 12.6.1 Nintendo Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 AI in Games Introduction
      • 12.6.4 Nintendo Revenue in AI in Games Business (2014-2019)
      • 12.6.5 Nintendo Recent Development
    • 12.7 Sony
      • 12.7.1 Sony Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 AI in Games Introduction
      • 12.7.4 Sony Revenue in AI in Games Business (2014-2019)
      • 12.7.5 Sony Recent Development
    • 12.8 kashbet
      • 12.8.1 kashbet Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 AI in Games Introduction
      • 12.8.4 kashbet Revenue in AI in Games Business (2014-2019)
      • 12.8.5 kashbet Recent Development
    • 12.9 Konami
      • 12.9.1 Konami Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 AI in Games Introduction
      • 12.9.4 Konami Revenue in AI in Games Business (2014-2019)
      • 12.9.5 Konami Recent Development
    • 12.10 Capcom
      • 12.10.1 Capcom Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 AI in Games Introduction
      • 12.10.4 Capcom Revenue in AI in Games Business (2014-2019)
      • 12.10.5 Capcom Recent Development
    • 12.11 Netease

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Artificial intelligence (AI), sometimes called machine intelligence, is intelligence demonstrated by machines, in contrast to the natural intelligence displayed by humans and other animals. In computer science AI research is defined as the study of "intelligent agents": any device that perceives its environment and takes actions that maximize its chance of successfully achieving its goals. Colloquially, the term "artificial intelligence" is applied when a machine mimics "cognitive" functions that humans associate with other human minds, such as "learning" and "problem solving".
      In 2018, the global AI in Games market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

      This report focuses on the global AI in Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the AI in Games development in United States, Europe and China.

      The key players covered in this study
      Microsoft
      Ubisoft
      Tencent
      EA
      Vivendi
      Nintendo
      Sony
      kashbet
      Konami
      Capcom
      Netease

      Market segment by Type, the product can be split into
      Type I
      Type II

      Market segment by Application, split into
      Video Games
      Mobile Games
      Other

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global AI in Games status, future forecast, growth opportunity, key market and key players.
      To present the AI in Games development in United States, Europe and China.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of AI in Games are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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