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Global Artificial Intelligence in Video Games Market Research Report 2021 - Impact of COVID-19 on the Market

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Published on 04/28/2022| Code: MAR41115D| Category: Information Technology| Total Pages: 108

In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence.

The Artificial Intelligence in Video Games market revenue was xx Million USD in 2016, grew to xx Million USD in 2021, and will reach xx Million USD in 2026, with a CAGR of xx during 2021-2026.

Considering the influence of COVID-19 on the global Artificial Intelligence in Video Games market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Artificial Intelligence in Video Games Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Artificial Intelligence in Video Games market are:

Take-Two Interactive
NetEase
Activision Blizzard
Konami
Playtika
Tencent
Nexon
Nintendo
Google
Microsoft
Square Enix
EA
NCSoft
Ubisoft
Sony

Most important types of Artificial Intelligence in Video Games products covered in this report are:

On-Premise
Cloud-based

Most widely used downstream fields of Artificial Intelligence in Video Games market covered in this report are:

PC
TV
Smartphone & Tablet

Major Regions or countries covered in this report:

North America

Europe

China

Japan

Middle East and Africa

South America

India

South Korea

Southeast Asia

Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.

Years considered for this report:

Historical Years: 2016-2020

Base Year: 2020

Estimated Year: 2021

Forecast Period: 2021-2026

Table of Content

1 Artificial Intelligence in Video Games Introduction and Market Overview

1.1 Objectives of the Study

1.2 Overview of Artificial Intelligence in Video Games

1.3 Artificial Intelligence in Video Games Market Scope and Market Size Estimation

1.3.1 Market Concentration Ratio and Market Maturity Analysis

1.3.2 Global Artificial Intelligence in Video Games Revenue and Growth Rate from 2016-2026

1.4 Market Segmentation

1.4.1 Types of Artificial Intelligence in Video Games

1.4.2 Applications of Artificial Intelligence in Video Games

1.4.3 Research Regions

1.5 Market Dynamics

1.5.1 Artificial Intelligence in Video Games Industry Trends

1.5.2 Artificial Intelligence in Video Games Drivers

1.5.3 Artificial Intelligence in Video Games Market Challenges

1.5.4 Artificial Intelligence in Video Games Market Restraints

1.6 Industry News and Policies by Regions

1.6.1 Industry News

1.6.2 Industry Policies

1.7 Mergers & Acquisitions, Expansion Plans

1.8 Artificial Intelligence in Video Games Industry Development Trends under COVID-19 Outbreak

1.8.1 Global COVID-19 Status Overview

1.8.2 Influence of COVID-19 Outbreak on Artificial Intelligence in Video Games Industry Development

2 Industry Chain Analysis

2.1 Upstream Raw Material Supply and Demand Analysis

2.1.1 Global Artificial Intelligence in Video Games Major Upstream Raw Material and Suppliers

2.1.2 Raw Material Source Analysis

2.2 Major Players of Artificial Intelligence in Video Games

2.2.1 Major Players Manufacturing Base of Artificial Intelligence in Video Games in 2020

2.2.2 Major Players Market Distribution in 2020

2.3 Artificial Intelligence in Video Games Manufacturing Cost Structure Analysis

2.3.1 Production Process Analysis

2.3.2 Manufacturing Cost Structure of Artificial Intelligence in Video Games

2.3.3 Labor Cost of Artificial Intelligence in Video Games

2.4 Market Channel Analysis of Artificial Intelligence in Video Games

2.5 Major Down Stream Customers by Application

3 Global Artificial Intelligence in Video Games Market, by Type

3.1 Global Artificial Intelligence in Video Games Revenue and Market Share by Type (2016-2021)

3.2 Global Artificial Intelligence in Video Games Production and Market Share by Type (2016-2021)

3.3 Global Artificial Intelligence in Video Games Revenue and Growth Rate by Type (2016-2021)

3.3.1 Global Artificial Intelligence in Video Games Revenue and Growth Rate of On-Premise
3.3.2 Global Artificial Intelligence in Video Games Revenue and Growth Rate of Cloud-based
3.4 Global Artificial Intelligence in Video Games Price Analysis by Type (2016-2021)

3.4.1 Explanation of Different Type Product Price Trends

4 Artificial Intelligence in Video Games Market, by Application

4.1 Downstream Market Overview

4.2 Global Artificial Intelligence in Video Games Consumption and Market Share by Application (2016-2021)

4.3 Global Artificial Intelligence in Video Games Consumption and Growth Rate by Application (2016-2021)

4.3.1 Global Artificial Intelligence in Video Games Consumption and Growth Rate of PC (2016-2021)
4.3.2 Global Artificial Intelligence in Video Games Consumption and Growth Rate of TV (2016-2021)
4.3.3 Global Artificial Intelligence in Video Games Consumption and Growth Rate of Smartphone & Tablet (2016-2021)

5 Global Artificial Intelligence in Video Games Consumption, Revenue ($) by Region (2016-2021)

5.1 Global Artificial Intelligence in Video Games Revenue and Market Share by Region (2016-2021)

5.2 Global Artificial Intelligence in Video Games Consumption and Market Share by Region (2016-2021)

5.3 Global Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.4 North America Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.4.1 North America Artificial Intelligence in Video Games Market Under COVID-19

5.4.2 North America Artificial Intelligence in Video Games SWOT Analysis

5.5 Europe Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.5.1 Europe Artificial Intelligence in Video Games Market Under COVID-19

5.5.2 Europe Artificial Intelligence in Video Games SWOT Analysis

5.6 China Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.6.1 China Artificial Intelligence in Video Games Market Under COVID-19

5.6.2 China Artificial Intelligence in Video Games SWOT Analysis

5.7 Japan Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.7.1 Japan Artificial Intelligence in Video Games Market Under COVID-19

5.7.2 Japan Artificial Intelligence in Video Games SWOT Analysis

5.8 Middle East and Africa Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.8.1 Middle East and Africa Artificial Intelligence in Video Games Market Under COVID-19

5.8.2 Middle East and Africa Artificial Intelligence in Video Games SWOT Analysis

5.9 India Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.9.1 India Artificial Intelligence in Video Games Market Under COVID-19

5.9.2 India Artificial Intelligence in Video Games SWOT Analysis

5.10 South America Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.10.1 South America Artificial Intelligence in Video Games Market Under COVID-19

5.10.2 South America Artificial Intelligence in Video Games SWOT Analysis

5.11 South Korea Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.11.1 South Korea Artificial Intelligence in Video Games Market Under COVID-19

5.11.2 South Korea Artificial Intelligence in Video Games SWOT Analysis

5.12 Southeast Asia Artificial Intelligence in Video Games Consumption, Revenue, Price and Gross Margin (2016-2021)

5.12.1 Southeast Asia Artificial Intelligence in Video Games Market Under COVID-19

5.12.2 Southeast Asia Artificial Intelligence in Video Games SWOT Analysis

6 Global Artificial Intelligence in Video Games Production by Top Regions (2016-2021)

6.1 Global Artificial Intelligence in Video Games Production by Top Regions (2016-2021)

6.2 North America Artificial Intelligence in Video Games Production and Growth Rate

6.3 Europe Artificial Intelligence in Video Games Production and Growth Rate

6.4 China Artificial Intelligence in Video Games Production and Growth Rate

6.5 Japan Artificial Intelligence in Video Games Production and Growth Rate

6.6 India Artificial Intelligence in Video Games Production and Growth Rate

7 Global Artificial Intelligence in Video Games Consumption by Regions (2016-2021)

7.1 Global Artificial Intelligence in Video Games Consumption by Regions (2016-2021)

7.2 North America Artificial Intelligence in Video Games Consumption and Growth Rate

7.3 Europe Artificial Intelligence in Video Games Consumption and Growth Rate

7.4 China Artificial Intelligence in Video Games Consumption and Growth Rate

7.5 Japan Artificial Intelligence in Video Games Consumption and Growth Rate

7.6 Middle East & Africa Artificial Intelligence in Video Games Consumption and Growth Rate

7.7 India Artificial Intelligence in Video Games Consumption and Growth Rate

7.8 South America Artificial Intelligence in Video Games Consumption and Growth Rate

7.9 South Korea Artificial Intelligence in Video Games Consumption and Growth Rate

7.10 Southeast Asia Artificial Intelligence in Video Games Consumption and Growth Rate

8 Competitive Landscape

8.1 Competitive Profile

8.2 Take-Two Interactive Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.2.3 Take-Two Interactive Sales, Revenue, Price, Gross Margin 2016-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 NetEase Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.3.3 NetEase Sales, Revenue, Price, Gross Margin 2016-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Activision Blizzard Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.4.3 Activision Blizzard Sales, Revenue, Price, Gross Margin 2016-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 Konami Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.5.3 Konami Sales, Revenue, Price, Gross Margin 2016-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Playtika Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.6.3 Playtika Sales, Revenue, Price, Gross Margin 2016-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Tencent Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.7.3 Tencent Sales, Revenue, Price, Gross Margin 2016-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Nexon Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.8.3 Nexon Sales, Revenue, Price, Gross Margin 2016-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 Nintendo Market Performance Analysis
8.9.1 Company Profiles
8.9.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.9.3 Nintendo Sales, Revenue, Price, Gross Margin 2016-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Google Market Performance Analysis
8.10.1 Company Profiles
8.10.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.10.3 Google Sales, Revenue, Price, Gross Margin 2016-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Microsoft Market Performance Analysis
8.11.1 Company Profiles
8.11.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.11.3 Microsoft Sales, Revenue, Price, Gross Margin 2016-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
8.12 Square Enix Market Performance Analysis
8.12.1 Company Profiles
8.12.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.12.3 Square Enix Sales, Revenue, Price, Gross Margin 2016-2021
8.12.4 Company Recent Development
8.12.5 Strategies for Company to Deal with the Impact of COVID-19
8.13 EA Market Performance Analysis
8.13.1 Company Profiles
8.13.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.13.3 EA Sales, Revenue, Price, Gross Margin 2016-2021
8.13.4 Company Recent Development
8.13.5 Strategies for Company to Deal with the Impact of COVID-19
8.14 NCSoft Market Performance Analysis
8.14.1 Company Profiles
8.14.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.14.3 NCSoft Sales, Revenue, Price, Gross Margin 2016-2021
8.14.4 Company Recent Development
8.14.5 Strategies for Company to Deal with the Impact of COVID-19
8.15 Ubisoft Market Performance Analysis
8.15.1 Company Profiles
8.15.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.15.3 Ubisoft Sales, Revenue, Price, Gross Margin 2016-2021
8.15.4 Company Recent Development
8.15.5 Strategies for Company to Deal with the Impact of COVID-19
8.16 Sony Market Performance Analysis
8.16.1 Company Profiles
8.16.2 Artificial Intelligence in Video Games Product Profiles, Application and Specification
8.16.3 Sony Sales, Revenue, Price, Gross Margin 2016-2021
8.16.4 Company Recent Development
8.16.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Artificial Intelligence in Video Games Market Analysis and Forecast by Type and Application

9.1 Global Artificial Intelligence in Video Games Market Revenue & Volume Forecast, by Type (2021-2026)

9.1.1 On-Premise Market Revenue and Volume Forecast (2021-2026)
9.1.2 Cloud-based Market Revenue and Volume Forecast (2021-2026)
9.2 Global Artificial Intelligence in Video Games Market Revenue & Volume Forecast, by Application (2021-2026)

9.2.1 PC Market Revenue and Volume Forecast (2021-2026)
9.2.2 TV Market Revenue and Volume Forecast (2021-2026)
9.2.3 Smartphone & Tablet Market Revenue and Volume Forecast (2021-2026)

10 Artificial Intelligence in Video Games Market Supply and Demand Forecast by Region

10.1 North America Market Supply and Demand Forecast (2021-2026)

10.2 Europe Market Supply and Demand Forecast (2021-2026)

10.3 China Market Supply and Demand Forecast (2021-2026)

10.4 Japan Market Supply and Demand Forecast (2021-2026)

10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)

10.6 India Market Supply and Demand Forecast (2021-2026)

10.7 South America Market Supply and Demand Forecast (2021-2026)

10.8 South Korea Market Supply and Demand Forecast (2021-2026)

10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)

10.10 Explanation of Market Size Trends by Region

10.11 Artificial Intelligence in Video Games Market Trends Analysis

11 New Project Feasibility Analysis

11.1 Industry Barriers and New Entrants SWOT Analysis

11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record

13 Research Finding and Conclusion

14 Appendix

14.1 Methodology

14.2 Research Data Source

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