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Artificial Intelligence in Video Games-Global Market Insights and Sales Trends 2025

Artificial Intelligence in Video Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1846992

No of Pages : 113

Synopsis
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 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 Video Games in various end use industries. The expanding demands from the PC, TV and Smartphone & Tablet,, are propelling Artificial Intelligence in Video Games market. On-Premise Artificial Intelligence in Video Games, 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 Artificial Intelligence in Video Games segment is estimated at % CAGR for the next seven-year period.
As an important force driving a new round of scientific and technological revolution, artificial intelligence has been of national strategic importance. Many governments introduces polices and increase capital investment to support AI companies. The Digital Europe plan adopted by the European Union will allocate €9.2 billion on high-tech investments, such as supercomputing, artificial intelligence, and network security. In order to maintain its leading position, the United States will increase its investment in artificial intelligence research and development in non-defense fields, from US$1.6 billion to US$1.7 billion in 2022. According to the latest data released by IDC, global artificial intelligence revenue was US$432.8 billion in 2022, a year-on-year increase of 19.75%, including software, hardware and services.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Artificial Intelligence in Video Games, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Artificial Intelligence in Video Games market, and provides market size (US$ 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 Video Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Artificial Intelligence in Video Games 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 Video Games covered in this report include Ubisoft, EA, Tencent, Sony, Microsoft, Playtika, Activision Blizzard, NetEase and Nintendo, etc.
The global Artificial Intelligence in Video Games 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
Google
Nexon
Square Enix
Konami
Take-Two Interactive
NCSoft
Global Artificial Intelligence in Video Games 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 Video Games market, Segment by Type:
On-Premise Artificial Intelligence in Video Games
Cloud-based Artificial Intelligence in Video Games
Global Artificial Intelligence in Video Games market, by Application
PC
TV
Smartphone & Tablet
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 Video Games 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 Video Games
1.1 Artificial Intelligence in Video Games Market Overview
1.1.1 Artificial Intelligence in Video Games Product Scope
1.1.2 Artificial Intelligence in Video Games Market Status and Outlook
1.2 Global Artificial Intelligence in Video Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Artificial Intelligence in Video Games Market Size by Region (2018-2029)
1.4 Global Artificial Intelligence in Video Games Historic Market Size by Region (2018-2023)
1.5 Global Artificial Intelligence in Video Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Artificial Intelligence in Video Games Market Size (2018-2029)
1.6.1 North America Artificial Intelligence in Video Games Market Size (2018-2029)
1.6.2 Europe Artificial Intelligence in Video Games Market Size (2018-2029)
1.6.3 Asia-Pacific Artificial Intelligence in Video Games Market Size (2018-2029)
1.6.4 Latin America Artificial Intelligence in Video Games Market Size (2018-2029)
1.6.5 Middle East & Africa Artificial Intelligence in Video Games Market Size (2018-2029)
2 Artificial Intelligence in Video Games Market by Type
2.1 Introduction
2.1.1 On-Premise Artificial Intelligence in Video Games
2.1.2 Cloud-based Artificial Intelligence in Video Games
2.2 Global Artificial Intelligence in Video Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Artificial Intelligence in Video Games Historic Market Size by Type (2018-2023)
2.2.2 Global Artificial Intelligence in Video Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Artificial Intelligence in Video Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Artificial Intelligence in Video Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Artificial Intelligence in Video Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Artificial Intelligence in Video Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Artificial Intelligence in Video Games Revenue Breakdown by Type (2018-2029)
3 Artificial Intelligence in Video Games Market Overview by Application
3.1 Introduction
3.1.1 PC
3.1.2 TV
3.1.3 Smartphone & Tablet
3.2 Global Artificial Intelligence in Video Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Artificial Intelligence in Video Games Historic Market Size by Application (2018-2023)
3.2.2 Global Artificial Intelligence in Video Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Artificial Intelligence in Video Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Artificial Intelligence in Video Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Artificial Intelligence in Video Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Artificial Intelligence in Video Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Artificial Intelligence in Video Games Revenue Breakdown by Application (2018-2029)
4 Artificial Intelligence in Video Games Competition Analysis by Players
4.1 Global Artificial Intelligence in Video Games 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 Video Games as of 2022)
4.3 Date of Key Players Enter into Artificial Intelligence in Video Games Market
4.4 Global Top Players Artificial Intelligence in Video Games Headquarters and Area Served
4.5 Key Players Artificial Intelligence in Video Games Product Solution and Service
4.6 Competitive Status
4.6.1 Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.1.4 Ubisoft Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.2.4 EA Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.3.4 Tencent Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.4.4 Sony Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.5.4 Microsoft Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.6.4 Playtika Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.7.4 Activision Blizzard Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.8.4 NetEase Artificial Intelligence in Video Games 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 Video Games Products, Services and Solutions
5.9.4 Nintendo Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.9.5 Nintendo Recent Developments
5.10 Google
5.10.1 Google Profile
5.10.2 Google Main Business
5.10.3 Google Artificial Intelligence in Video Games Products, Services and Solutions
5.10.4 Google Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.10.5 Google Recent Developments
5.11 Nexon
5.11.1 Nexon Profile
5.11.2 Nexon Main Business
5.11.3 Nexon Artificial Intelligence in Video Games Products, Services and Solutions
5.11.4 Nexon Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.11.5 Nexon Recent Developments
5.12 Square Enix
5.12.1 Square Enix Profile
5.12.2 Square Enix Main Business
5.12.3 Square Enix Artificial Intelligence in Video Games Products, Services and Solutions
5.12.4 Square Enix Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.12.5 Square Enix Recent Developments
5.13 Konami
5.13.1 Konami Profile
5.13.2 Konami Main Business
5.13.3 Konami Artificial Intelligence in Video Games Products, Services and Solutions
5.13.4 Konami Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.13.5 Konami Recent Developments
5.14 Take-Two Interactive
5.14.1 Take-Two Interactive Profile
5.14.2 Take-Two Interactive Main Business
5.14.3 Take-Two Interactive Artificial Intelligence in Video Games Products, Services and Solutions
5.14.4 Take-Two Interactive Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.14.5 Take-Two Interactive Recent Developments
5.15 NCSoft
5.15.1 NCSoft Profile
5.15.2 NCSoft Main Business
5.15.3 NCSoft Artificial Intelligence in Video Games Products, Services and Solutions
5.15.4 NCSoft Artificial Intelligence in Video Games Revenue (US$ Million) & (2018-2023)
5.15.5 NCSoft Recent Developments
6 North America
6.1 North America Artificial Intelligence in Video Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Artificial Intelligence in Video Games 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 Video Games 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 Video Games 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 Video Games 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 Video Games Market Dynamics
11.1 Artificial Intelligence in Video Games Industry Trends
11.2 Artificial Intelligence in Video Games Market Drivers
11.3 Artificial Intelligence in Video Games Market Challenges
11.4 Artificial Intelligence in Video Games 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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