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AI in Gaming Market

AI in Gaming Market Size, Share & Trends Analysis Report By Type (Game Development and Design, Gameplay Optimization. Non-Player Character (NPC) Behavior, Virtual Reality (VR) and Augmented Reality (AR) Integration, Natural Language Processing (NLP) for Voice Commands), By Application, By Game Genre, By Platform, By Region, And By Segment Forecasts, 2024-2031

Report ID : 2748 | Published : 2024-09-25 | Pages: 170 | Format: PDF/EXCEL

The AI in Gaming Market Size is valued at USD 1.27 billion in 2023 and is predicted to reach USD 5.45 billion by the year 2031 at a 20.3% CAGR during the forecast period for 2024-2031.

ai in gaming

Artificial Intelligence in gaming has transformed the business by improving gameplay, fostering more immersive experiences, and facilitating more intelligent in-game settings. Artificial intelligence technologies like machine learning, neural networks, and procedural content generation, are being incorporated into multiple facets of game production and user engagement.

With the help of AI, non-player characters are becoming smarter and more lifelike, and players are able to enjoy procedurally generated content that keeps them engaged. AI is also being utilized to enhance gaming system performance, namely in the areas of graphical optimization and latency reduction. In addition, the market is anticipated to be propelled by increased investments in research and development to optimize better gaming processes. In addition, AI is expected to drive the market by automating testing and content development, which ultimately lowers costs in the gaming industry.

However, data privacy concerns, high implementation costs, and issues with regulation and compliance are limiting factors in the market’s expansion. Global markets expanded during the coming years due to market participants in artificial intelligence for games often working together directly through mergers and acquisitions to use cutting-edge AI gaming systems. In order to boost game creation, player experiences, and industry innovation, they collaborate with AI startups and tech companies. Further, because of the rise in demand for home entertainment, COVID-19 hastened the adoption of AI in gaming. Companies use AI to improve games, make experiences more personalized, and handle more player engagement efficiently.

Competitive Landscape

Some Major Key Players In The AI in Gaming Market:

  • NVIDIA Corporation
  • Microsoft Corporation
  • Sony Interactive Entertainment LLC
  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Ubisoft Entertainment SA
  • Google LLC
  • Advanced Micro Devices, Inc.
  • Unity Technologies
  • Tencent Holdings Limited
  • Epic Games, Inc.
  • Take-Two Interactive Software, Inc.
  • Intel Corporation
  • AMD (Advanced Micro Devices)
  • Square Enix Holdings Co., Ltd.
  • Konami Holdings Corporation
  • Bandai Namco Entertainment Inc.
  • NetEase, Inc.
  • Bungie, Inc.
  • CD Projekt S.A.
  • Konami Digital Entertainment Co., Ltd.
  • EA Sports (Electronic Arts)
  • 2K Games (Take-Two Interactive)
  • Capcom Co., Ltd.
  • Supercell Oy
  • Other Market Players

Market Segmentation:

The AI in the gaming market is segmented based on type, application, game genre, and platform. Based on type, the market is segmented into game development and design, gameplay optimization, non-player character (NPC) behavior, virtual reality (VR) and augmented reality (AR) integration, and natural language processing (NLP) for voice commands. By application, the market is segmented into game testing and quality assurance, player engagement and personalization, In-game advertising, virtual assistant for players, and AI-generated content creation. By game genre, the market is segmented into action and adventure, role-playing games (RPGs), simulation and strategy, sports and racing, and puzzle and casual games. By platform, the market is segmented into console, PC, mobile, and cloud gaming.

Based On The Type, The Non-Player Character (NPC) Segment Is Accounted As A Major Contributor To The AI In The Gaming Market

The non-player character (NPC) AI market in gaming is expected to hold a major global market share because it can make character interactions more realistic and interesting, which improves gameplay. Additionally, dynamic and surprising situations are created by NPCs that adjust to player actions due to advanced AI algorithms, enhancing immersion. Players looking for more immersive experiences are drawn to this innovation, which in turn drives demand for advanced AI systems and has a substantial impact on the expansion of the gaming industry’s market.

Cloud Gaming Segment To Witness Growth At A Rapid Rate

The cloud gaming category is projected to grow rapidly in the global AI gaming market because it can provide top-notch gaming experiences without breaking the bank on necessary equipment. In real-time, AI improves visuals, decreases latency, and optimizes game streaming. Another factor fueling the segment’s meteoric rise is the convenience of playing games on many devices and the prevalence of internet connectivity.

In The Region, The North American AI In The Gaming Market Holds A Significant Revenue Share

The North American AI in the gaming market is expected to report the largest market share in revenue in the near future. This can be because of the rapid adoption of AI technology in gaming, its robust technological infrastructure, thriving gaming sector, heavy investment in R&D, and innovation-loving culture. In addition, Europe is likely to grow rapidly in the AI in the gaming market because of the region’s e-sports industry’s meteoric rise, its huge and tech-savvy populace, the proliferation of smartphones, and growing disposable expenditures. Also contributing to this rapid expansion are substantial expenditures on AI research and development, which will boost the market's growth.

AI in Gaming Market Report Scope

Report Attribute

Specifications

Market Size Value In 2023

USD 1.27 Bn

Revenue Forecast In 2031

USD 5.45 Bn

Growth Rate CAGR

CAGR of 20.3% from 2024 to 2031

Quantitative Units

Representation of revenue in US$ Bn and CAGR from 2024 to 2031

Historic Year

2019 to 2023

Forecast Year

2024-2031

Report Coverage

The forecast of revenue, the position of the company, the competitive market structure, growth prospects, and trends

Segments Covered

By Type, Application, Game Genre, Platform

Regional Scope

North America; Europe; Asia Pacific; Latin America; Middle East & Africa

Country Scope

U.S.; Canada; U.K.; Germany; China; India; Japan; Brazil; Mexico; France; Italy; Spain; South East Asia; South Korea

Competitive Landscape

NVIDIA Corporation, Microsoft Corporation, Sony Interactive Entertainment LLC, Electronic Arts Inc., Activision Blizzard, Inc., Ubisoft Entertainment SA, Google LLC, Advanced Micro Devices, Inc., Unity Technologies, Tencent Holdings Limited, Epic Games, Inc., Take-Two Interactive Software, Inc., Intel Corporation, AMD (Advanced Micro Devices), Square Enix Holdings Co., Ltd., Konami Holdings Corporation, Bandai Namco Entertainment Inc., NetEase, Inc., Bungie, Inc., CD Projekt S.A., Konami Digital Entertainment Co., Ltd., EA Sports (Electronic Arts), 2K Games (Take-Two Interactive), Capcom Co., Ltd., Supercell Oy, Other Market Players

Customization Scope

Free customization report with the procurement of the report and modifications to the regional and segment scope. Particular Geographic competitive landscape.

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Chapter 1. Methodology and Scope
1.1. Research Methodology
1.2. Research Scope & Assumptions

Chapter 2. Executive Summary

Chapter 3. Global AI in Gaming Market Snapshot

Chapter 4. Global AI in Gaming Market Variables, Trends & Scope

4.1. Market Segmentation & Scope
4.2. Drivers
4.3. Challenges
4.4. Trends
4.5. Investment and Funding Analysis
4.6. Industry Analysis – Porter’s Five Forces Analysis
4.7. Competitive Landscape & Market Share Analysis
4.8. Impact of Covid-19 Analysis

Chapter 5. Market Segmentation 1: by Type Estimates & Trend Analysis
5.1. by Type & Market Share, 2019 & 2031
5.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Type:

5.2.1. Game Development and Design
5.2.2. Gameplay Optimization
5.2.3. Non-Player Character (NPC) Behavior
5.2.4. Virtual Reality (VR) and Augmented Reality (AR) Integration
5.2.5. Natural Language Processing (NLP) for Voice Commands

Chapter 6. Market Segmentation 2: by Application Estimates & Trend Analysis
6.1. by Application & Market Share, 2019 & 2031
6.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Application:

6.2.1. Game Testing and Quality Assurance
6.2.2. Player Engagement and Personalization
6.2.3. In-Game Advertising
6.2.4. Virtual Assistant for Players
6.2.5. AI-generated Content Creation

Chapter 7. Market Segmentation 3: by Game Genre Estimates & Trend Analysis
7.1. by Game Genre & Market Share, 2019 & 2031
7.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Game Genre:

7.2.1. Action and Adventure
7.2.2. Role-Playing Games (RPGs)
7.2.3. Simulation and Strategy
7.2.4. Sports and Racing
7.2.5. Puzzle and Casual Games

Chapter 8. Market Segmentation 4: by Platform Estimates & Trend Analysis
8.1. by Platform & Market Share, 2019 & 2031
8.2. Market Size (Value (US$ Mn)) & Forecasts and Trend Analyses, 2019 to 2031 for the following by Platform:

8.2.1. Console
8.2.2. PC
8.2.3. Mobile
8.2.4. Cloud Gaming

Chapter 9. AI in Gaming Market Segmentation 5: Regional Estimates & Trend Analysis

9.1. North America
9.1.1. North America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.1.2. North America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.1.3. North America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Game Genre, 2024-2031
9.1.4. North America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Platform, 2024-2031
9.1.5. North America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.2. Europe
9.2.1. Europe AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.2.2. Europe AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.2.3. Europe AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Game Genre, 2024-2031
9.2.4. Europe AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Platform, 2024-2031
9.2.5. Europe AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.3. Asia Pacific
9.3.1. Asia Pacific AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.3.2. Asia Pacific AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.3.3. Asia-Pacific AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Game Genre, 2024-2031
9.3.4. Asia-Pacific AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Platform, 2024-2031
9.3.5. Asia Pacific AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.4. Latin America
9.4.1. Latin America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.4.2. Latin America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.4.3. Latin America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Game Genre, 2024-2031
9.4.4. Latin America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Platform, 2024-2031
9.4.5. Latin America AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

9.5. Middle East & Africa
9.5.1. Middle East & Africa AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Type, 2024-2031
9.5.2. Middle East & Africa AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Application, 2024-2031
9.5.3. Middle East & Africa AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Game Genre, 2024-2031
9.5.4. Middle East & Africa AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by Platform, 2024-2031
9.5.5. Middle East & Africa AI in Gaming Market Revenue (US$ Million) Estimates and Forecasts by country, 2024-2031

Chapter 10. Competitive Landscape
10.1. Major Mergers and Acquisitions/Strategic Alliances
10.2. Company Profiles

10.2.1. NVIDIA Corporation
10.2.2. Microsoft Corporation
10.2.3. Sony Interactive Entertainment LLC
10.2.4. Electronic Arts Inc.
10.2.5. Activision Blizzard, Inc.
10.2.6. Ubisoft Entertainment SA
10.2.7. Google LLC
10.2.8. Advanced Micro Devices, Inc.
10.2.9. Unity Technologies
10.2.10. Tencent Holdings Limited
10.2.11. Epic Games, Inc.
10.2.12. Take-Two Interactive Software, Inc.
10.2.13. Intel Corporation
10.2.14. AMD (Advanced Micro Devices)
10.2.15. Square Enix Holdings Co., Ltd.
10.2.16. Konami Holdings Corporation
10.2.17. Bandai Namco Entertainment Inc.
10.2.18. NetEase, Inc.
10.2.19. Bungie, Inc.
10.2.20. CD Projekt S.A.
10.2.21. Konami Digital Entertainment Co., Ltd.
10.2.22. EA Sports (Electronic Arts)
10.2.23. 2K Games (Take-Two Interactive)
10.2.24. Capcom Co., Ltd.
10.2.25. Supercell Oy
10.2.26. Other Prominent Players

Segmentation of AI in the Gaming Market-

AI in the Gaming Market By Type-

  • Game Development and Design
  • Gameplay Optimization
  • Non-Player Character (NPC) Behavior
  • Virtual Reality (VR) and Augmented Reality (AR) Integration
  • Natural Language Processing (NLP) for Voice Commands

ai in gaming

AI in the Gaming Market By Application-

  • Game Testing and Quality Assurance
  • Player Engagement and Personalization
  • In-Game Advertising
  • Virtual Assistant for Players
  • AI-generated Content Creation

AI in the Gaming Market By Game Genre-

  • Action and Adventure
  • Role-playing games (RPGs)
  • Simulation and Strategy
  • Sports and Racing
  • Puzzle and Casual Games

AI in the Gaming Market By Platform-

  • Console
  • PC
  • Mobile
  • Cloud Gaming

AI in the Gaming Market By Region-

North America-

  • The US
  • Canada
  • Mexico

Europe-

  • Germany
  • The UK
  • France
  • Italy
  • Spain
  • Rest of Europe

Asia-Pacific-

  • China
  • Japan
  • India
  • South Korea
  • South East Asia
  • Rest of Asia Pacific

Latin America-

  • Brazil
  • Argentina
  • Rest of Latin America

 Middle East & Africa-

  • GCC Countries
  • South Africa
  • Rest of the Middle East and Africa

InsightAce Analytic follows a standard and comprehensive market research methodology focused on offering the most accurate and precise market insights. The methods followed for all our market research studies include three significant steps – primary research, secondary research, and data modeling and analysis - to derive the current market size and forecast it over the forecast period. In this study, these three steps were used iteratively to generate valid data points (minimum deviation), which were cross-validated through multiple approaches mentioned below in the data modeling section.

Through secondary research methods, information on the market under study, its peer, and the parent market was collected. This information was then entered into data models. The resulted data points and insights were then validated by primary participants.

Based on additional insights from these primary participants, more directional efforts were put into doing secondary research and optimize data models. This process was repeated till all data models used in the study produced similar results (with minimum deviation). This way, this iterative process was able to generate the most accurate market numbers and qualitative insights.

Secondary research

The secondary research sources that are typically mentioned to include, but are not limited to:

  • Company websites, financial reports, annual reports, investor presentations, broker reports, and SEC filings.
  • External and internal proprietary databases, regulatory databases, and relevant patent analysis
  • Statistical databases, National government documents, and market reports
  • Press releases, news articles, and webcasts specific to the companies operating in the market

The paid sources for secondary research like Factiva, OneSource, Hoovers, and Statista

Primary Research:

Primary research involves telephonic interviews, e-mail interactions, as well as face-to-face interviews for each market, category, segment, and subsegment across geographies

The contributors who typically take part in such a course include, but are not limited to: 

  • Industry participants: CEOs, CBO, CMO, VPs, marketing/ type managers, corporate strategy managers, and national sales managers, technical personnel, purchasing managers, resellers, and distributors.
  • Outside experts: Valuation experts, Investment bankers, research analysts specializing in specific markets
  • Key opinion leaders (KOLs) specializing in unique areas corresponding to various industry verticals
  • End-users: Vary mainly depending upon the market

Data Modeling and Analysis:

In the iterative process (mentioned above), data models received inputs from primary as well as secondary sources. But analysts working on these models were the key. They used their extensive knowledge and experience about industry and topic to make changes and fine-tuning these models as per the product/service under study.

The standard data models used while studying this market were the top-down and bottom-up approaches and the company shares analysis model. However, other methods were also used along with these – which were specific to the industry and product/service under study.

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Frequently Asked Questions

How big is the AI in Gaming Market?

The AI in Gaming Market is expected to grow at a 20.3% CAGR during the forecast period for 2024-2031.

NVIDIA Corporation, Microsoft Corporation, Sony Interactive Entertainment LLC, Electronic Arts Inc., Activision Blizzard, Inc., Ubisoft Entertainment

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