시장보고서
상품코드
1975615

게임 분야 인공지능(AI) 시장 2026-2030년

Global Artificial Intelligence (AI) In Games Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 304 Pages | 배송안내 : 즉시배송

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 게임 분야 인공지능(AI) 장소는, 2025년부터 2030년까지 341억 430만 달러의 성장이 전망되고, 예측 기간 동안 CAGR은 40.7%로 예측됩니다.

세계의 게임 분야 인공지능(AI) 시장에 대해 종합적으로 분석했으며, 시장 규모와 예측, 동향, 성장요인, 과제, 25개 벤더 분석 등의 정보를 전해드립니다.

본 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 시장 환경 전반에 대한 최신 분석을 제공합니다. 시장은 AI 생성 사운드스케이프와 동적 음악 제작의 산업화, 지능형 NPC와 역동적이고 주체적인 스토리 시스템의 진화, AI 기반 품질 보증과 자동화된 라이브 운영의 산업화에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 정보를 포함한 1차 정보와 2차 정보의 객관적인 조합을 통해 이루어졌습니다. 이 보고서에는 주요 기업 분석과 함께 종합적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준 연도 2026년
종료 연도 2030년
예측 기간 2026-2030년
성장 모멘텀 가속
전년비 2026년 35%
CAGR 40.7%
증가액 341억 430만 달러

이번 조사에서는 AI 기반 절차적 컨텐츠 생성과 자동화된 월드 빌딩의 통합이 향후 몇 년 동안 전 세계 게임 업계의 인공지능(AI) 분야 성장을 주도할 주요 요인 중 하나로 꼽혔습니다. 또한, AI를 활용한 플레이어 분석 및 행동 기반 부정행위 방지 시스템의 확대와 저지연 상호작용을 위한 엣지 AI 및 하이브리드 클라우드 아키텍처의 성장은 시장에서 상당한 수요를 창출할 것으로 예상됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 Five Forces 분석

제7장 시장 세분화 : 유형별

제8장 시장 세분화 : 기술별

제9장 시장 세분화 : 장르별

제10장 고객 상황

제11장 지역별 상황

제12장 촉진요인, 과제, 기회

제13장 경쟁 구도

제14장 경쟁 분석

제15장 부록

KSM

The global artificial intelligence (AI) in games market is forecasted to grow by USD 34104.3 mn during 2025-2030, accelerating at a CAGR of 40.7% during the forecast period. The report on the global artificial intelligence (AI) in games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by industrialization of ai-generated soundscapes and dynamic musical composition, evolution of intelligent npcs and dynamic, agentic narrative systems, industrialization of ai-driven quality assurance and automated live operations.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202635%
CAGR40.7%
Incremental Value$34104.3 mn

Technavio's global artificial intelligence (AI) in games market is segmented as below:

By Type

  • AI enabled platforms
  • AI enabled games

By Technology

  • Machine learning
  • Natural language processing
  • Computer vision
  • Robotics

By Genre

  • Action and adventure
  • Role-playing games
  • First-person shooter
  • Simulation and strategy
  • Others

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Colombia
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Egypt
    • Turkey
  • Rest of World (ROW)

This study identifies the integration of ai-driven procedural content generation and automated world building as one of the prime reasons driving the global artificial intelligence (AI) in games market growth during the next few years. Also, expansion of ai-powered player analytics and behavioral anti-cheat systems and growth of edge ai and hybrid cloud architectures for low-latency interaction will lead to sizable demand in the market.

The report on the global artificial intelligence (AI) in games market covers the following areas:

  • Global artificial intelligence (AI) in games market sizing
  • Global artificial intelligence (AI) in games market forecast
  • Global artificial intelligence (AI) in games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global artificial intelligence (AI) in games market vendors that include Amazon.com Inc., Charisma Entertainment Ltd., Didimo, Electronic Arts Inc., Eleven Labs Inc., Epic Games Inc., Google LLC, IBM Corp., Inworld AI, Keywords Studios Plc, Kinetix, Leonardo Interactive Pty Ltd, Microsoft Corp., Modl.ai, NVIDIA Corp., Promethean AI Inc., Ready Player Me, Sony Group Corp., Tencent Holdings Ltd., Ubisoft Entertainment SA, Unity Technologies Inc.. Also, the global artificial intelligence (AI) in games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Artificial Intelligence (AI) In Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Artificial Intelligence (AI) In Games Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.4 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Five Forces Analysis

  • 6.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 6.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 6.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 6.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 6.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 6.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 6.7 Market condition

7 Market Segmentation by Type

  • 7.1 Market segments
  • 7.2 Comparison by Type
  • 7.3 AI enabled platforms - Market size and forecast 2025-2030
  • 7.4 AI enabled games - Market size and forecast 2025-2030
  • 7.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

8 Market Segmentation by Technology

  • 8.1 Market segments
  • 8.2 Comparison by Technology
  • 8.3 Machine learning - Market size and forecast 2025-2030
  • 8.4 Natural language processing - Market size and forecast 2025-2030
  • 8.5 Computer vision - Market size and forecast 2025-2030
  • 8.6 Robotics - Market size and forecast 2025-2030
  • 8.7 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 Action and adventure - Market size and forecast 2025-2030
  • 9.4 Role-playing games - Market size and forecast 2025-2030
  • 9.5 First-person shooter - Market size and forecast 2025-2030
  • 9.6 Simulation and strategy - Market size and forecast 2025-2030
  • 9.7 Others - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Customer Landscape

  • 10.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

11 Geographic Landscape

  • 11.1 Geographic segmentation
  • 11.2 Geographic comparison
  • 11.3 North America - Market size and forecast 2025-2030
    • 11.3.1 US - Market size and forecast 2025-2030
    • 11.3.2 Canada - Market size and forecast 2025-2030
    • 11.3.3 Mexico - Market size and forecast 2025-2030
  • 11.4 APAC - Market size and forecast 2025-2030
    • 11.4.1 China - Market size and forecast 2025-2030
    • 11.4.2 Japan - Market size and forecast 2025-2030
    • 11.4.3 South Korea - Market size and forecast 2025-2030
    • 11.4.4 India - Market size and forecast 2025-2030
    • 11.4.5 Australia - Market size and forecast 2025-2030
    • 11.4.6 Indonesia - Market size and forecast 2025-2030
  • 11.5 Europe - Market size and forecast 2025-2030
    • 11.5.1 Germany - Market size and forecast 2025-2030
    • 11.5.2 UK - Market size and forecast 2025-2030
    • 11.5.3 France - Market size and forecast 2025-2030
    • 11.5.4 Italy - Market size and forecast 2025-2030
    • 11.5.5 Spain - Market size and forecast 2025-2030
    • 11.5.6 The Netherlands - Market size and forecast 2025-2030
  • 11.6 South America - Market size and forecast 2025-2030
    • 11.6.1 Brazil - Market size and forecast 2025-2030
    • 11.6.2 Colombia - Market size and forecast 2025-2030
    • 11.6.3 Chile - Market size and forecast 2025-2030
  • 11.7 Middle East and Africa - Market size and forecast 2025-2030
    • 11.7.1 UAE - Market size and forecast 2025-2030
    • 11.7.2 Saudi Arabia - Market size and forecast 2025-2030
    • 11.7.3 South Africa - Market size and forecast 2025-2030
    • 11.7.4 Egypt - Market size and forecast 2025-2030
    • 11.7.5 Turkey - Market size and forecast 2025-2030
  • 11.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

12 Drivers, Challenges, and Opportunity

  • 12.1 Market drivers
    • Industrialization of AI-generated soundscapes and dynamic musical composition
    • Evolution of intelligent NPCs and dynamic, agentic narrative systems
    • Industrialization of AI-driven quality assurance and automated live operations
  • 12.2 Market challenges
    • Ethical ambiguity and paradox of creative integrity in generative workflows
    • Critical vulnerability of cybersecurity and next-generation cheating mechanisms
    • Infrastructure latency and human capital deficit in agentic orchestration
  • 12.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 12.4 Market opportunities
    • Integration of AI-driven procedural content generation and automated world building
    • Expansion of AI-powered player analytics and behavioral anti-cheat systems
    • Growth of edge AI and hybrid cloud architectures for low-latency interaction

13 Competitive Landscape

  • 13.1 Overview
  • 13.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 13.3 Landscape disruption
    • Overview on factors of disruption
  • 13.4 Industry risks
    • Impact of key risks on business

14 Competitive Analysis

  • 14.1 Companies profiled
    • Companies covered
  • 14.2 Company ranking index
    • Company ranking index
  • 14.3 Market positioning of companies
    • Matrix on companies position and classification
  • 14.4 Amazon.com Inc.
    • Amazon.com Inc. - Overview
    • Amazon.com Inc. - Business segments
    • Amazon.com Inc. - Key news
    • Amazon.com Inc. - Key offerings
    • Amazon.com Inc. - Segment focus
    • SWOT
  • 14.5 Charisma Entertainment Ltd.
    • Charisma Entertainment Ltd. - Overview
    • Charisma Entertainment Ltd. - Product / Service
    • Charisma Entertainment Ltd. - Key offerings
    • SWOT
  • 14.6 Didimo
    • Didimo - Overview
    • Didimo - Product / Service
    • Didimo - Key offerings
    • SWOT
  • 14.7 Eleven Labs Inc.
    • Eleven Labs Inc. - Overview
    • Eleven Labs Inc. - Product / Service
    • Eleven Labs Inc. - Key offerings
    • SWOT
  • 14.8 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 14.9 Google LLC
    • Google LLC - Overview
    • Google LLC - Product / Service
    • Google LLC - Key offerings
    • SWOT
  • 14.10 IBM Corp.
    • IBM Corp. - Overview
    • IBM Corp. - Business segments
    • IBM Corp. - Key news
    • IBM Corp. - Key offerings
    • IBM Corp. - Segment focus
    • SWOT
  • 14.11 Inworld AI
    • Inworld AI - Overview
    • Inworld AI - Product / Service
    • Inworld AI - Key offerings
    • SWOT
  • 14.12 Keywords Studios Plc
    • Keywords Studios Plc - Overview
    • Keywords Studios Plc - Product / Service
    • Keywords Studios Plc - Key offerings
    • SWOT
  • 14.13 Leonardo Interactive Pty Ltd
    • Leonardo Interactive Pty Ltd - Overview
    • Leonardo Interactive Pty Ltd - Product / Service
    • Leonardo Interactive Pty Ltd - Key offerings
    • SWOT
  • 14.14 Microsoft Corp.
    • Microsoft Corp. - Overview
    • Microsoft Corp. - Business segments
    • Microsoft Corp. - Key news
    • Microsoft Corp. - Key offerings
    • Microsoft Corp. - Segment focus
    • SWOT
  • 14.15 NVIDIA Corp.
    • NVIDIA Corp. - Overview
    • NVIDIA Corp. - Business segments
    • NVIDIA Corp. - Key news
    • NVIDIA Corp. - Key offerings
    • NVIDIA Corp. - Segment focus
    • SWOT
  • 14.16 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 14.17 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key news
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 14.18 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key news
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT

15 Appendix

  • 15.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 15.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 15.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 15.4 Research methodology
    • Research methodology
  • 15.5 Data procurement
    • Information sources
  • 15.6 Data validation
    • Data validation
  • 15.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 15.8 Data synthesis
    • Data synthesis
  • 15.9 360 degree market analysis
    • 360 degree market analysis
  • 15.10 List of abbreviations
    • List of abbreviations
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