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Global and United States Artificial Intelligence in Video Games Market Size, Status and Forecast 2020-2026


Global Artificial Intelligence in Video Games Scope and Market Size
Artificial Intelligence in Video Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Artificial Intelligence in Video Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into
    On-Premise
    Cloud-based

Market segment by Application, split into
    PC
    TV
    Smartphone & Tablet

Based on regional and country-level analysis, the Artificial Intelligence in Video Games market has been segmented as follows:
    North America
        United States
        Canada
    Europe
        Germany
        France
        U.K.
        Italy
        Russia
        Nordic
        Rest of Europe
    Asia-Pacific
        China
        Japan
        South Korea
        Southeast Asia
        India
        Australia
        Rest of Asia-Pacific
    Latin America
        Mexico
        Brazil
    Middle East & Africa
        Turkey
        Saudi Arabia
        UAE
        Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Artificial Intelligence in Video Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The key players covered in this study
    Ubisoft
    EA
    Tencent
    Sony
    Microsoft
    Playtika
    Activision Blizzard
    NetEase
    Nintendo
    Google
    Nexon
    Square Enix
    Konami
    Take-Two Interactive
    NCSoft
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Artificial Intelligence in Video Games Market Size Growth Rate by Type: 2020 VS 2026
        1.2.2 On-Premise
        1.2.3 Cloud-based
    1.3 Market by Application
        1.3.1 Global Artificial Intelligence in Video Games Market Share by Application: 2020 VS 2026
        1.3.2 PC
        1.3.3 TV
        1.3.4 Smartphone & Tablet
    1.4 Study Objectives
    1.5 Years Considered

2 Global Growth Trends
    2.1 Global Artificial Intelligence in Video Games Market Perspective (2015-2026)
    2.2 Global Artificial Intelligence in Video Games Growth Trends by Regions
        2.2.1 Artificial Intelligence in Video Games Market Size by Regions: 2015 VS 2020 VS 2026
        2.2.2 Artificial Intelligence in Video Games Historic Market Share by Regions (2015-2020)
        2.2.3 Artificial Intelligence in Video Games Forecasted Market Size by Regions (2021-2026)
    2.3 Industry Trends and Growth Strategy
        2.3.1 Market Trends
        2.3.2 Market Drivers
        2.3.3 Market Challenges
        2.3.4 Market Restraints

3 Competition Landscape by Key Players
    3.1 Global Top Artificial Intelligence in Video Games Players by Market Size
        3.1.1 Global Top Artificial Intelligence in Video Games Players by Revenue (2015-2020)
        3.1.2 Global Artificial Intelligence in Video Games Revenue Market Share by Players (2015-2020)
    3.2 Global Artificial Intelligence in Video Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    3.3 Players Covered: Ranking by Artificial Intelligence in Video Games Revenue
    3.4 Global Artificial Intelligence in Video Games Market Concentration Ratio
        3.4.1 Global Artificial Intelligence in Video Games Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Artificial Intelligence in Video Games Revenue in 2019
    3.5 Key Players Artificial Intelligence in Video Games Area Served
    3.6 Key Players Artificial Intelligence in Video Games Product Solution and Service
    3.7 Date of Enter into Artificial Intelligence in Video Games Market
    3.8 Mergers & Acquisitions, Expansion Plans

4 Artificial Intelligence in Video Games Breakdown Data by Type (2015-2026)
    4.1 Global Artificial Intelligence in Video Games Historic Market Size by Type (2015-2020)
    4.2 Global Artificial Intelligence in Video Games Forecasted Market Size by Type (2021-2026)

5 Artificial Intelligence in Video Games Breakdown Data by Application (2015-2026)
    5.1 Global Artificial Intelligence in Video Games Historic Market Size by Application (2015-2020)
    5.2 Global Artificial Intelligence in Video Games Forecasted Market Size by Application (2021-2026)

6 North America
    6.1 North America Artificial Intelligence in Video Games Market Size (2015-2026)
    6.2 North America Artificial Intelligence in Video Games Market Size by Type (2015-2020)
    6.3 North America Artificial Intelligence in Video Games Market Size by Application (2015-2020)
    6.4 North America Artificial Intelligence in Video Games Market Size by Country (2015-2020)
        6.4.1 United States
        6.4.2 Canada

7 Europe
    7.1 Europe Artificial Intelligence in Video Games Market Size (2015-2026)
    7.2 Europe Artificial Intelligence in Video Games Market Size by Type (2015-2020)
    7.3 Europe Artificial Intelligence in Video Games Market Size by Application (2015-2020)
    7.4 Europe Artificial Intelligence in Video Games Market Size by Country (2015-2020)
        7.4.1 Germany
        7.4.2 France
        7.4.3 U.K.
        7.4.4 Italy
        7.4.5 Russia
        7.4.6 Nordic
        7.4.7 Rest of Europe

8 China
    8.1 China Artificial Intelligence in Video Games Market Size (2015-2026)
    8.2 China Artificial Intelligence in Video Games Market Size by Type (2015-2020)
    8.3 China Artificial Intelligence in Video Games Market Size by Application (2015-2020)
    8.4 China Artificial Intelligence in Video Games Market Size by Region (2015-2020)
        8.4.1 China
        8.4.2 Japan
        8.4.3 South Korea
        8.4.4 Southeast Asia
        8.4.5 India
        8.4.6 Australia
        8.4.7 Rest of Asia-Pacific

9 Japan
    9.1 Japan Artificial Intelligence in Video Games Market Size (2015-2026)
    9.2 Japan Artificial Intelligence in Video Games Market Size by Type (2015-2020)
    9.3 Japan Artificial Intelligence in Video Games Market Size by Application (2015-2020)
    9.4 Japan Artificial Intelligence in Video Games Market Size by Country (2015-2020)
        9.4.1 Mexico
        9.4.2 Brazil

10 Southeast Asia
    10.1 Southeast Asia Artificial Intelligence in Video Games Market Size (2015-2026)
    10.2 Southeast Asia Artificial Intelligence in Video Games Market Size by Type (2015-2020)
    10.3 Southeast Asia Artificial Intelligence in Video Games Market Size by Application (2015-2020)
    10.4 Southeast Asia Artificial Intelligence in Video Games Market Size by Country (2015-2020)
        10.4.1 Turkey
        10.4.2 Saudi Arabia
        10.4.3 UAE
        10.4.4 Rest of Middle East & Africa

11 Key Players Profiles
    11.1 Ubisoft
        11.1.1 Ubisoft Company Details
        11.1.2 Ubisoft Business Overview
        11.1.3 Ubisoft Artificial Intelligence in Video Games Introduction
        11.1.4 Ubisoft Revenue in Artificial Intelligence in Video Games Business (2015-2020))
        11.1.5 Ubisoft Recent Development
    11.2 EA
        11.2.1 EA Company Details
        11.2.2 EA Business Overview
        11.2.3 EA Artificial Intelligence in Video Games Introduction
        11.2.4 EA Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.2.5 EA Recent Development
    11.3 Tencent
        11.3.1 Tencent Company Details
        11.3.2 Tencent Business Overview
        11.3.3 Tencent Artificial Intelligence in Video Games Introduction
        11.3.4 Tencent Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.3.5 Tencent Recent Development
    11.4 Sony
        11.4.1 Sony Company Details
        11.4.2 Sony Business Overview
        11.4.3 Sony Artificial Intelligence in Video Games Introduction
        11.4.4 Sony Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.4.5 Sony Recent Development
    11.5 Microsoft
        11.5.1 Microsoft Company Details
        11.5.2 Microsoft Business Overview
        11.5.3 Microsoft Artificial Intelligence in Video Games Introduction
        11.5.4 Microsoft Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.5.5 Microsoft Recent Development
    11.6 Playtika
        11.6.1 Playtika Company Details
        11.6.2 Playtika Business Overview
        11.6.3 Playtika Artificial Intelligence in Video Games Introduction
        11.6.4 Playtika Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.6.5 Playtika Recent Development
    11.7 Activision Blizzard
        11.7.1 Activision Blizzard Company Details
        11.7.2 Activision Blizzard Business Overview
        11.7.3 Activision Blizzard Artificial Intelligence in Video Games Introduction
        11.7.4 Activision Blizzard Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.7.5 Activision Blizzard Recent Development
    11.8 NetEase
        11.8.1 NetEase Company Details
        11.8.2 NetEase Business Overview
        11.8.3 NetEase Artificial Intelligence in Video Games Introduction
        11.8.4 NetEase Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.8.5 NetEase Recent Development
    11.9 Nintendo
        11.9.1 Nintendo Company Details
        11.9.2 Nintendo Business Overview
        11.9.3 Nintendo Artificial Intelligence in Video Games Introduction
        11.9.4 Nintendo Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.9.5 Nintendo Recent Development
    11.10 Google
        11.10.1 Google Company Details
        11.10.2 Google Business Overview
        11.10.3 Google Artificial Intelligence in Video Games Introduction
        11.10.4 Google Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        11.10.5 Google Recent Development
    11.11 Nexon
        10.11.1 Nexon Company Details
        10.11.2 Nexon Business Overview
        10.11.3 Nexon Artificial Intelligence in Video Games Introduction
        10.11.4 Nexon Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        10.11.5 Nexon Recent Development
    11.12 Square Enix
        10.12.1 Square Enix Company Details
        10.12.2 Square Enix Business Overview
        10.12.3 Square Enix Artificial Intelligence in Video Games Introduction
        10.12.4 Square Enix Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        10.12.5 Square Enix Recent Development
    11.13 Konami
        10.13.1 Konami Company Details
        10.13.2 Konami Business Overview
        10.13.3 Konami Artificial Intelligence in Video Games Introduction
        10.13.4 Konami Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        10.13.5 Konami Recent Development
    11.14 Take-Two Interactive
        10.14.1 Take-Two Interactive Company Details
        10.14.2 Take-Two Interactive Business Overview
        10.14.3 Take-Two Interactive Artificial Intelligence in Video Games Introduction
        10.14.4 Take-Two Interactive Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        10.14.5 Take-Two Interactive Recent Development
    11.15 NCSoft
        10.15.1 NCSoft Company Details
        10.15.2 NCSoft Business Overview
        10.15.3 NCSoft Artificial Intelligence in Video Games Introduction
        10.15.4 NCSoft Revenue in Artificial Intelligence in Video Games Business (2015-2020)
        10.15.5 NCSoft Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Artificial Intelligence in Video Games Market Size Growth Rate by Type (US$ Million): 2020 VS 2026 Table 3. Key Players of On-Premise Table 4. Key Players of Cloud-based Table 5. Global Artificial Intelligence in Video Games Market Size Growth by Application (US$ Million): 2020 VS 2026 Table 6. Global Artificial Intelligence in Video Games Market Size by Regions (US$ Million): 2020 VS 2026 Table 7. Global Artificial Intelligence in Video Games Market Size by Regions (2015-2020) (US$ Million) Table 8. Global Artificial Intelligence in Video Games Market Share by Regions (2015-2020) Table 9. Global Artificial Intelligence in Video Games Forecasted Market Size by Regions (2021-2026) (US$ Million) Table 10. Global Artificial Intelligence in Video Games Market Share by Regions (2021-2026) Table 11. Artificial Intelligence in Video Games Market Market Trends Table 12. Artificial Intelligence in Video Games Market Drivers Table 13. Artificial Intelligence in Video Games Market Challenges Table 14. Artificial Intelligence in Video Games Market Restraints Table 15. Global Artificial Intelligence in Video Games Revenue by Players (2015-2020) (US$ Million) Table 16. Global Artificial Intelligence in Video Games Market Share by Players (2015-2020) Table 17. Global Top Artificial Intelligence in Video Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Artificial Intelligence in Video Games as of 2019) Table 18. Global Artificial Intelligence in Video Games by Players Market Concentration Ratio (CR5 and HHI) Table 19. Key Players Headquarters and Area Served Table 20. Key Players Artificial Intelligence in Video Games Product Solution and Service Table 21. Mergers & Acquisitions, Expansion Plans Table 22. Global Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 23. Global Artificial Intelligence in Video Games Market Size Share by Type (2015-2020) Table 24. Global Artificial Intelligence in Video Games Revenue Market Share by Type (2021-2026) Table 25. Global Artificial Intelligence in Video Games Market Size Share by Application (2015-2020) Table 26. Global Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 27. Global Artificial Intelligence in Video Games Market Size Share by Application (2021-2026) Table 28. North America Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 29. North America Artificial Intelligence in Video Games Market Share by Type (2015-2020) Table 30. North America Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 31. North America Artificial Intelligence in Video Games Market Share by Application (2015-2020) Table 32. North America Artificial Intelligence in Video Games Market Size by Country (US$ Million) (2015-2020) Table 33. North America Artificial Intelligence in Video Games Market Share by Country (2015-2020) Table 34. Europe Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 35. Europe Artificial Intelligence in Video Games Market Share by Type (2015-2020) Table 36. Europe Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 37. Europe Artificial Intelligence in Video Games Market Share by Application (2015-2020) Table 38. Europe Artificial Intelligence in Video Games Market Size by Country (US$ Million) (2015-2020) Table 39. Europe Artificial Intelligence in Video Games Market Share by Country (2015-2020) Table 40. China Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 41. China Artificial Intelligence in Video Games Market Share by Type (2015-2020) Table 42. China Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 43. China Artificial Intelligence in Video Games Market Share by Application (2015-2020) Table 44. China Artificial Intelligence in Video Games Market Size by Region (US$ Million) (2015-2020) Table 45. China Artificial Intelligence in Video Games Market Share by Region (2015-2020) Table 46. Japan Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 47. Japan Artificial Intelligence in Video Games Market Share by Type (2015-2020) Table 48. Japan Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 49. Japan Artificial Intelligence in Video Games Market Share by Application (2015-2020) Table 50. Japan Artificial Intelligence in Video Games Market Size by Country (US$ Million) (2015-2020) Table 51. Japan Artificial Intelligence in Video Games Market Share by Country (2015-2020) Table 52. Southeast Asia Artificial Intelligence in Video Games Market Size by Type (2015-2020) (US$ Million) Table 53. Southeast Asia Artificial Intelligence in Video Games Market Share by Type (2015-2020) Table 54. Southeast Asia Artificial Intelligence in Video Games Market Size by Application (2015-2020) (US$ Million) Table 55. Southeast Asia Artificial Intelligence in Video Games Market Share by Application (2015-2020) Table 56. Southeast Asia Artificial Intelligence in Video Games Market Size by Country (US$ Million) (2015-2020) Table 57. Southeast Asia Artificial Intelligence in Video Games Market Share by Country (2015-2020) Table 58. Ubisoft Company Details Table 59. Ubisoft Business Overview Table 60. Ubisoft Product Table 61. Ubisoft Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 62. Ubisoft Recent Development Table 63. EA Company Details Table 64. EA Business Overview Table 65. EA Product Table 66. EA Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 67. EA Recent Development Table 68. Tencent Company Details Table 69. Tencent Business Overview Table 70. Tencent Product Table 71. Tencent Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 72. Tencent Recent Development Table 73. Sony Company Details Table 74. Sony Business Overview Table 75. Sony Product Table 76. Sony Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 77. Sony Recent Development Table 78. Microsoft Company Details Table 79. Microsoft Business Overview Table 80. Microsoft Product Table 81. Microsoft Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 82. Microsoft Recent Development Table 83. Playtika Company Details Table 84. Playtika Business Overview Table 85. Playtika Product Table 86. Playtika Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 87. Playtika Recent Development Table 88. Activision Blizzard Company Details Table 89. Activision Blizzard Business Overview Table 90. Activision Blizzard Product Table 91. Activision Blizzard Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 92. Activision Blizzard Recent Development Table 93. NetEase Business Overview Table 94. NetEase Product Table 95. NetEase Company Details Table 96. NetEase Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 97. NetEase Recent Development Table 98. Nintendo Company Details Table 99. Nintendo Business Overview Table 100. Nintendo Product Table 101. Nintendo Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 102. Nintendo Recent Development Table 103. Google Company Details Table 104. Google Business Overview Table 105. Google Product Table 106. Google Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 107. Google Recent Development Table 108. Nexon Company Details Table 109. Nexon Business Overview Table 110. Nexon Product Table 111. Nexon Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 112. Nexon Recent Development Table 113. Square Enix Company Details Table 114. Square Enix Business Overview Table 115. Square Enix Product Table 116. Square Enix Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 117. Square Enix Recent Development Table 118. Konami Company Details Table 119. Konami Business Overview Table 120. Konami Product Table 121. Konami Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 122. Konami Recent Development Table 123. Take-Two Interactive Company Details Table 124. Take-Two Interactive Business Overview Table 125. Take-Two Interactive Product Table 126. Take-Two Interactive Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 127. Take-Two Interactive Recent Development Table 128. NCSoft Company Details Table 129. NCSoft Business Overview Table 130. NCSoft Product Table 131. NCSoft Revenue in Artificial Intelligence in Video Games Business (2015-2020) (US$ Million) Table 132. NCSoft Recent Development Table 133. Research Programs/Design for This Report Table 134. Key Data Information from Secondary Sources Table 135. Key Data Information from Primary Sources List of Figures Figure 1. Global Artificial Intelligence in Video Games Market Share by Type: 2020 VS 2026 Figure 2. On-Premise Features Figure 3. Cloud-based Features Figure 4. Global Artificial Intelligence in Video Games Market Share by Application: 2020 VS 2026 Figure 5. PC Case Studies Figure 6. TV Case Studies Figure 7. Smartphone & Tablet Case Studies Figure 8. Artificial Intelligence in Video Games Report Years Considered Figure 9. Global Artificial Intelligence in Video Games Market Size (US$ Million), YoY Growth 2015-2026 Figure 10. Global Artificial Intelligence in Video Games Market Share by Regions: 2020 VS 2026 Figure 11. Global Artificial Intelligence in Video Games Market Share by Regions (2021-2026) Figure 12. Global Artificial Intelligence in Video Games Market Share by Players in 2019 Figure 13. Global Top Artificial Intelligence in Video Games Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Artificial Intelligence in Video Games as of 2019 Figure 14. The Top 10 and 5 Players Market Share by Artificial Intelligence in Video Games Revenue in 2019 Figure 15. North America Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 16. United States Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 17. Canada Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 18. Europe Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 19. Germany Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 20. France Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 21. U.K. Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 22. Italy Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 23. Russia Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 24. Nordic Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 25. Rest of Europe Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 26. Asia-Pacific Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 27. China Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 28. Japan Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 29. South Korea Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 30. Southeast Asia Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 31. India Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 32. Australia Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 33. Rest of Asia-Pacific Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 34. Latin America Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 35. Mexico Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 36. Brazil Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 37. Middle East & Africa Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 38. Turkey Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 39. Saudi Arabia Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 40. UAE Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 41. Rest of Middle East & Africa Artificial Intelligence in Video Games Market Size YoY Growth (2015-2026) & (US$ Million) Figure 42. Ubisoft Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 43. EA Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 44. Tencent Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 45. Sony Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 46. Microsoft Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 47. Playtika Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 48. Activision Blizzard Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 49. NetEase Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 50. Nintendo Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 51. Google Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 52. Nexon Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 53. Square Enix Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 54. Konami Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 55. Take-Two Interactive Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 56. NCSoft Revenue Growth Rate in Artificial Intelligence in Video Games Business (2015-2020) Figure 57. Bottom-up and Top-down Approaches for This Report Figure 58. Data Triangulation Figure 59. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

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