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.
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 2017, 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 2018-2025.
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: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.