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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 24.19 Billion

CAGR (2026-2031)

28.44%

Fastest Growing Segment

Production Planning & Management

Largest Market

North America

Market Size (2031)

USD 108.61 Billion

Market Overview

The Global AI and ML in Media and Entertainment Market will grow from USD 24.19 Billion in 2025 to USD 108.61 Billion by 2031 at a 28.44% CAGR. The Global AI and ML in Media and Entertainment Market consists of advanced computational systems designed to automate content production, optimize distribution workflows, and deliver personalized viewer experiences through predictive analytics. The market is primarily propelled by the escalating demand for tailored content recommendations and the critical need for operational efficiency to mitigate rising production costs. Furthermore, the increasing integration of generative AI accelerates creative processes such as visual effects and scriptwriting, enabling media organizations to streamline supply chains and significantly reduce resource expenditure.

However, the industry faces a substantial impediment regarding the reliability and accuracy of automated outputs, which can compromise editorial integrity and brand reputation. The prevalence of inaccurate information or hallucinations generated by algorithms remains a persistent concern for broadcasters and publishers who require absolute precision. According to the European Broadcasting Union, in 2025, a comprehensive study revealed that 45% of AI-generated responses within news applications contained at least one significant error. This lack of data veracity necessitates extensive human oversight, thereby slowing the full-scale implementation of autonomous systems and impeding broader market expansion.

Key Market Drivers

The rapid adoption of generative AI for creative content production is fundamentally reshaping the media supply chain by automating complex tasks such as scriptwriting, visual effects, and localization. This technological shift allows production studios to reduce turnaround times and allocate resources more effectively, moving beyond experimental pilots to full-scale integration. According to Google Cloud, September 2025, in the 'ROI of Gen AI in Media and Entertainment' report, 72% of media executives indicate that their organizations are already realizing compounding returns on investment from these generative AI initiatives. As these tools mature, they are enabling creators to produce high-fidelity assets at a fraction of historical costs, directly addressing the industry's need for scalable content generation while mitigating the financial pressures of modern production environments.

Simultaneously, the optimization of targeted advertising via predictive audience analytics is driving substantial revenue growth by allowing platforms to deliver hyper-personalized viewer experiences. Advertisers are increasingly leveraging machine learning algorithms to analyze vast datasets of user behavior, ensuring that commercial content reaches the most relevant demographics with high precision. This efficiency is reflected in financial performance; according to the Interactive Advertising Bureau, April 2025, in the 'Internet Advertising Revenue Report', digital advertising revenue surged to a record $258.6 billion in 2024, largely fueled by AI-driven personalization and measurement advancements. This monetization capability is critical as consumer habits evolve; according to the Reuters Institute, June 2025, in the 'Digital News Report', 15% of consumers under the age of 25 now utilize AI assistants as a primary gateway for news, highlighting the necessity for adaptive, data-centric strategies across the broader market.

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Key Market Challenges

The Global AI and ML in Media and Entertainment Market faces a significant barrier regarding the reliability and factual accuracy of automated content generation. Media organizations depend heavily on maintaining brand authority and public trust, which makes the risk of publishing algorithmically generated errors or hallucinations a critical liability. Because current generative models occasionally produce misleading or factually incorrect narratives, companies are forced to maintain extensive human supervision layers. This requirement for manual verification negates the anticipated efficiency gains and cost reductions, effectively slowing the integration of these technologies into core production workflows.

Consequently, the potential for reputational damage limits the willingness of broadcasters and publishers to deploy autonomous systems for public-facing applications. This hesitation is reinforced by audience skepticism regarding the validity of machine-generated media. According to the Reuters Institute for the Study of Journalism, in 2024, 52% of respondents in the United States indicated they were uncomfortable reading news produced mostly by AI, largely due to concerns over accuracy and potential misinformation. This lack of consumer confidence restricts the market from expanding into high-value automated content delivery, confining AI usage to lower-risk administrative functions.

Key Market Trends

The growth of adaptive non-player character (NPC) intelligence in video game development represents a pivotal shift from static, scripted behaviors to dynamic, reactive entities that deepen player immersion. Developers are increasingly utilizing machine learning to populate virtual environments with NPCs capable of autonomous decision-making and realistic social interactions, thereby creating more "living" and unpredictable game worlds without requiring extensive manual coding for every possible scenario. This trend is rapidly gaining traction as studios seek to enhance replayability and user engagement through procedurally generated narratives; according to Unity, March 2024, in the 'Unity Gaming Report 2024', 64% of developers leveraging AI for world-building now utilize these tools specifically to create and populate NPCs within their game environments.

Simultaneously, the implementation of AI-based automated sports highlight generation is revolutionizing how broadcasters capture and distribute live event content to mobile-first audiences. By deploying computer vision algorithms that instantly identify key game moments—such as goals, baskets, or crowd reactions—media rights holders can automatically slice and format clips for immediate social media consumption, significantly reducing the lag time associated with traditional editing. This capability addresses the critical need for rapid, short-form content delivery to platforms like TikTok and Instagram; according to WSC Sports, December 2024, in the 'WSC Sports in 2024' report, the production of AI-generated vertical video highlights surged by 81% year-over-year, driven by the escalating demand for mobile-optimized viewing experiences.

Segmental Insights

The Production Planning and Management segment is currently recognized as the fastest growing area within the Global AI and ML in Media and Entertainment Market. This expansion is driven by the urgent industry requirement to optimize operational budgets and streamline complex pre-production logistics. Media enterprises are increasingly adopting algorithmic solutions to predict audience engagement and allocate resources efficiently before principal photography commences. By utilizing data analysis for scheduling and financial forecasting, studios can significantly reduce wasted expenditures and mitigate project risks, ensuring that content creation aligns with strategic economic goals and market demands.

Regional Insights

North America maintains a dominant position in the global AI and ML in media and entertainment market, primarily due to the concentration of major technology firms and content studios. Industry leaders such as Google and IBM allocate substantial resources to research and development, creating a robust framework for innovation. Furthermore, the region benefits from established cloud infrastructure that facilitates the complex data processing needed for audience analytics and content personalization. This strong industrial ecosystem, supported by high commercial adoption rates among streaming platforms, secures North America’s status as the leading regional market.

Recent Developments

  • In October 2024, a multinational computer software company launched the Firefly Video Model, extending its family of creative generative AI tools into video production. Unveiled at the company's annual creativity conference, the model was designed to be commercially safe and was trained on licensed content to avoid intellectual property issues. Key features included the ability to extend video clips to fill gaps in footage and smooth transitions, as well as generating video from text and image prompts. This release provided media professionals with integrated AI capabilities within their existing editing software, streamlining workflows for content creators and video editors.
  • In September 2024, a global entertainment studio formed a strategic partnership with an applied AI research company to develop a custom video generation model. The collaboration involved training the artificial intelligence system on the studio’s extensive proprietary catalog of film and television content to assist in pre-production and post-production workflows. This initiative was designed to provide filmmakers and directors with capital-efficient tools for storyboarding, background creation, and special effects generation. The agreement represented the first significant collaboration between a major Hollywood studio and an AI developer to integrate generative video technology directly into the professional content creation process.
  • In March 2024, a major technology corporation unveiled a suite of digital human technologies at the Game Developers Conference, aimed at revolutionizing character interaction in gaming and media. The company introduced cloud-based microservices that enabled developers to create lifelike avatars with AI-powered speech, animation, and language processing capabilities. These tools allowed non-playable characters to engage in dynamic, unscripted conversations with unique facial expressions and synchronized lip movements. This development provided creators in the media and entertainment sector with new methods to build immersive narratives and realistic digital performances without relying on pre-recorded dialogue.
  • In February 2024, a leading artificial intelligence research organization introduced Sora, a text-to-video model designed to simulate the physical world in motion. This breakthrough technology allowed for the creation of realistic and imaginative scenes up to one minute long based solely on textual instructions. The model demonstrated capabilities in generating complex camera motions, multiple characters, and accurate details, significantly advancing the potential for AI in media production. Although initially available only to a select group of researchers and creative professionals for safety testing, the announcement marked a pivotal moment in the development of generative video tools for the entertainment industry.

Key Market Players

  • IBM Corporation
  • Microsoft Corporation
  • Google LLC
  • Amazon Web Services, Inc.
  • NVIDIA Corporation
  • Adobe Inc.
  • Synthesia Ltd
  • Veritone, Inc.
  • Sony Corporation
  • Oracle Corporation

By Solutions

By Application

By End User

By Region

  • Hardware
  • Services
  • Gaming
  • Fake Story Detection
  • Plagiarism Detection Personalization
  • Production Planning & Management
  • Sales & Marketing
  • Talent Identification
  • Content Capture
  • and Others
  • Film and Television
  • Music
  • Sports
  • Media Agencies
  • and Others
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global AI and ML in Media and Entertainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • AI and ML in Media and Entertainment Market, By Solutions:
  • Hardware
  • Services
  • AI and ML in Media and Entertainment Market, By Application:
  • Gaming
  • Fake Story Detection
  • Plagiarism Detection Personalization
  • Production Planning & Management
  • Sales & Marketing
  • Talent Identification
  • Content Capture
  • and Others
  • AI and ML in Media and Entertainment Market, By End User:
  • Film and Television
  • Music
  • Sports
  • Media Agencies
  • and Others
  • AI and ML in Media and Entertainment Market, By Region:
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global AI and ML in Media and Entertainment Market.

Available Customizations:

Global AI and ML in Media and Entertainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global AI and ML in Media and Entertainment Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, Trends

4.    Voice of Customer

5.    Global AI and ML in Media and Entertainment Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Solutions (Hardware, Services)

5.2.2.  By Application (Gaming, Fake Story Detection, Plagiarism Detection Personalization, Production Planning & Management, Sales & Marketing, Talent Identification, Content Capture, and Others)

5.2.3.  By End User (Film and Television, Music, Sports, Media Agencies, and Others)

5.2.4.  By Region

5.2.5.  By Company (2025)

5.3.  Market Map

6.    North America AI and ML in Media and Entertainment Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Solutions

6.2.2.  By Application

6.2.3.  By End User

6.2.4.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States AI and ML in Media and Entertainment Market Outlook

6.3.1.1.  Market Size & Forecast

6.3.1.1.1.  By Value

6.3.1.2.  Market Share & Forecast

6.3.1.2.1.  By Solutions

6.3.1.2.2.  By Application

6.3.1.2.3.  By End User

6.3.2.    Canada AI and ML in Media and Entertainment Market Outlook

6.3.2.1.  Market Size & Forecast

6.3.2.1.1.  By Value

6.3.2.2.  Market Share & Forecast

6.3.2.2.1.  By Solutions

6.3.2.2.2.  By Application

6.3.2.2.3.  By End User

6.3.3.    Mexico AI and ML in Media and Entertainment Market Outlook

6.3.3.1.  Market Size & Forecast

6.3.3.1.1.  By Value

6.3.3.2.  Market Share & Forecast

6.3.3.2.1.  By Solutions

6.3.3.2.2.  By Application

6.3.3.2.3.  By End User

7.    Europe AI and ML in Media and Entertainment Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Solutions

7.2.2.  By Application

7.2.3.  By End User

7.2.4.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany AI and ML in Media and Entertainment Market Outlook

7.3.1.1.  Market Size & Forecast

7.3.1.1.1.  By Value

7.3.1.2.  Market Share & Forecast

7.3.1.2.1.  By Solutions

7.3.1.2.2.  By Application

7.3.1.2.3.  By End User

7.3.2.    France AI and ML in Media and Entertainment Market Outlook

7.3.2.1.  Market Size & Forecast

7.3.2.1.1.  By Value

7.3.2.2.  Market Share & Forecast

7.3.2.2.1.  By Solutions

7.3.2.2.2.  By Application

7.3.2.2.3.  By End User

7.3.3.    United Kingdom AI and ML in Media and Entertainment Market Outlook

7.3.3.1.  Market Size & Forecast

7.3.3.1.1.  By Value

7.3.3.2.  Market Share & Forecast

7.3.3.2.1.  By Solutions

7.3.3.2.2.  By Application

7.3.3.2.3.  By End User

7.3.4.    Italy AI and ML in Media and Entertainment Market Outlook

7.3.4.1.  Market Size & Forecast

7.3.4.1.1.  By Value

7.3.4.2.  Market Share & Forecast

7.3.4.2.1.  By Solutions

7.3.4.2.2.  By Application

7.3.4.2.3.  By End User

7.3.5.    Spain AI and ML in Media and Entertainment Market Outlook

7.3.5.1.  Market Size & Forecast

7.3.5.1.1.  By Value

7.3.5.2.  Market Share & Forecast

7.3.5.2.1.  By Solutions

7.3.5.2.2.  By Application

7.3.5.2.3.  By End User

8.    Asia Pacific AI and ML in Media and Entertainment Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Solutions

8.2.2.  By Application

8.2.3.  By End User

8.2.4.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China AI and ML in Media and Entertainment Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value

8.3.1.2.  Market Share & Forecast

8.3.1.2.1.  By Solutions

8.3.1.2.2.  By Application

8.3.1.2.3.  By End User

8.3.2.    India AI and ML in Media and Entertainment Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value

8.3.2.2.  Market Share & Forecast

8.3.2.2.1.  By Solutions

8.3.2.2.2.  By Application

8.3.2.2.3.  By End User

8.3.3.    Japan AI and ML in Media and Entertainment Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value

8.3.3.2.  Market Share & Forecast

8.3.3.2.1.  By Solutions

8.3.3.2.2.  By Application

8.3.3.2.3.  By End User

8.3.4.    South Korea AI and ML in Media and Entertainment Market Outlook

8.3.4.1.  Market Size & Forecast

8.3.4.1.1.  By Value

8.3.4.2.  Market Share & Forecast

8.3.4.2.1.  By Solutions

8.3.4.2.2.  By Application

8.3.4.2.3.  By End User

8.3.5.    Australia AI and ML in Media and Entertainment Market Outlook

8.3.5.1.  Market Size & Forecast

8.3.5.1.1.  By Value

8.3.5.2.  Market Share & Forecast

8.3.5.2.1.  By Solutions

8.3.5.2.2.  By Application

8.3.5.2.3.  By End User

9.    Middle East & Africa AI and ML in Media and Entertainment Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Solutions

9.2.2.  By Application

9.2.3.  By End User

9.2.4.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia AI and ML in Media and Entertainment Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value

9.3.1.2.  Market Share & Forecast

9.3.1.2.1.  By Solutions

9.3.1.2.2.  By Application

9.3.1.2.3.  By End User

9.3.2.    UAE AI and ML in Media and Entertainment Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value

9.3.2.2.  Market Share & Forecast

9.3.2.2.1.  By Solutions

9.3.2.2.2.  By Application

9.3.2.2.3.  By End User

9.3.3.    South Africa AI and ML in Media and Entertainment Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value

9.3.3.2.  Market Share & Forecast

9.3.3.2.1.  By Solutions

9.3.3.2.2.  By Application

9.3.3.2.3.  By End User

10.    South America AI and ML in Media and Entertainment Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Solutions

10.2.2.  By Application

10.2.3.  By End User

10.2.4.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil AI and ML in Media and Entertainment Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Solutions

10.3.1.2.2.  By Application

10.3.1.2.3.  By End User

10.3.2.    Colombia AI and ML in Media and Entertainment Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Solutions

10.3.2.2.2.  By Application

10.3.2.2.3.  By End User

10.3.3.    Argentina AI and ML in Media and Entertainment Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Solutions

10.3.3.2.2.  By Application

10.3.3.2.3.  By End User

11.    Market Dynamics

11.1.  Drivers

11.2.  Challenges

12.    Market Trends & Developments

12.1.  Merger & Acquisition (If Any)

12.2.  Product Launches (If Any)

12.3.  Recent Developments

13.    Global AI and ML in Media and Entertainment Market: SWOT Analysis

14.    Porter's Five Forces Analysis

14.1.  Competition in the Industry

14.2.  Potential of New Entrants

14.3.  Power of Suppliers

14.4.  Power of Customers

14.5.  Threat of Substitute Products

15.    Competitive Landscape

15.1.  IBM Corporation

15.1.1.  Business Overview

15.1.2.  Products & Services

15.1.3.  Recent Developments

15.1.4.  Key Personnel

15.1.5.  SWOT Analysis

15.2.  Microsoft Corporation

15.3.  Google LLC

15.4.  Amazon Web Services, Inc.

15.5.  NVIDIA Corporation

15.6.  Adobe Inc.

15.7.  Synthesia Ltd

15.8.  Veritone, Inc.

15.9.  Sony Corporation

15.10.  Oracle Corporation

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global AI and ML in Media and Entertainment Market was estimated to be USD 24.19 Billion in 2025.

North America is the dominating region in the Global AI and ML in Media and Entertainment Market.

Production Planning & Management segment is the fastest growing segment in the Global AI and ML in Media and Entertainment Market.

The Global AI and ML in Media and Entertainment Market is expected to grow at 28.44% between 2026 to 2031.

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