1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Market Segmentation
1.5. Currency
1.6. Assumptions
1.7. Base, and Forecast Years Timeline
1.8. Key benefits to the stakeholder
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Research Process
3. EXECUTIVE SUMMARY
3.1. Key Findings
3.2. Analyst View
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Porter’s Five Forces Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
4.5. Analyst View
5. AI IN GAMING MARKET BY APPLICATION TYPE
5.1. Introduction
5.2. Player-experience modeling
5.2.1. Market opportunities and trends
5.2.2. Growth prospects
5.2.3. Geographic lucrativeness
5.3. Procedural-content generation
5.3.1. Market opportunities and trends
5.3.2. Growth prospects
5.3.3. Geographic lucrativeness
5.4. Data mining on user behavior
5.4.1. Market opportunities and trends
5.4.2. Growth prospects
5.4.3. Geographic lucrativeness
5.5. Alternate approaches to NPCs
5.5.1. Market opportunities and trends
5.5.2. Growth prospects
5.5.3. Geographic lucrativeness
6. AI IN GAMING MARKET BY USER TYPE
6.1. Introduction
6.2. Mobile Gaming
6.2.1. Market opportunities and trends
6.2.2. Growth prospects
6.2.3. Geographic lucrativeness
6.3. Online
6.3.1. Market opportunities and trends
6.3.2. Growth prospects
6.3.3. Geographic lucrativeness
6.4. Home Console
6.4.1. Market opportunities and trends
6.4.2. Growth prospects
6.4.3. Geographic lucrativeness
6.5. Handheld console
6.5.1. Market opportunities and trends
6.5.2. Growth prospects
6.5.3. Geographic lucrativeness
6.6. Others
6.6.1. Market opportunities and trends
6.6.2. Growth prospects
6.6.3. Geographic lucrativeness
7. AI IN GAMING MARKET BY TECHNOLOGY
7.1. Introduction
7.2. Machine Learning
7.2.1. Market opportunities and trends
7.2.2. Growth prospects
7.2.3. Geographic lucrativeness
7.3. Natural Language Processing
7.3.1. Market opportunities and trends
7.3.2. Growth prospects
7.3.3. Geographic lucrativeness
7.4. Computer Vision
7.4.1. Market opportunities and trends
7.4.2. Growth prospects
7.4.3. Geographic lucrativeness
7.5. Gesture Control
7.5.1. Market opportunities and trends
7.5.2. Growth prospects
7.5.3. Geographic lucrativeness
7.6. Others
7.6.1. Market opportunities and trends
7.6.2. Growth prospects
7.6.3. Geographic lucrativeness
8. AI IN GAMING MARKET BY GEOGRAPHY
8.1. Introduction
8.2. North America
8.2.1. By Application Type
8.2.2. By User Type
8.2.3. By Technology
8.2.4. By Country
8.2.4.1. United States
8.2.4.1.1. Market Trends and Opportunities
8.2.4.1.2. Growth Prospects
8.2.4.2. Canada
8.2.4.2.1. Market Trends and Opportunities
8.2.4.2.2. Growth Prospects
8.2.4.3. Mexico
8.2.4.3.1. Market Trends and Opportunities
8.2.4.3.2. Growth Prospects
8.3. South America
8.3.1. By Application Type
8.3.2. By User Type
8.3.3. By Technology
8.3.4. By Country
8.3.4.1. Brazil
8.3.4.1.1. Market Trends and Opportunities
8.3.4.1.2. Growth Prospects
8.3.4.2. Argentina
8.3.4.2.1. Market Trends and Opportunities
8.3.4.2.2. Growth Prospects
8.3.4.3. Others
8.3.4.3.1. Market Trends and Opportunities
8.3.4.3.2. Growth Prospects
8.4. Europe
8.4.1. By Application Type
8.4.2. By User Type
8.4.3. By Technology
8.4.4. By Country
8.4.4.1. Germany
8.4.4.1.1. Market Trends and Opportunities
8.4.4.1.2. Growth Prospects
8.4.4.2. France
8.4.4.2.1. Market Trends and Opportunities
8.4.4.2.2. Growth Prospects
8.4.4.3. United Kingdom
8.4.4.3.1. Market Trends and Opportunities
8.4.4.3.2. Growth Prospects
8.4.4.4. Spain
8.4.4.4.1. Market Trends and Opportunities
8.4.4.4.2. Growth Prospects
8.4.4.5. Others
8.4.4.5.1. Market Trends and Opportunities
8.4.4.5.2. Growth Prospects
8.5. Middle East and Africa
8.5.1. By Application Type
8.5.2. By User Type
8.5.3. By Technology
8.5.4. By Country
8.5.4.1. Saudi Arabia
8.5.4.1.1. Market Trends and Opportunities
8.5.4.1.2. Growth Prospects
8.5.4.2. UAE
8.5.4.2.1. Market Trends and Opportunities
8.5.4.2.2. Growth Prospects
8.5.4.3. Israel
8.5.4.3.1. Market Trends and Opportunities
8.5.4.3.2. Growth Prospects
8.5.4.4. Others
8.5.4.4.1. Market Trends and Opportunities
8.5.4.4.2. Growth Prospects
8.6. Asia Pacific
8.6.1. By Application Type
8.6.2. By User Type
8.6.3. By Technology
8.6.4. By Country
8.6.4.1. China
8.6.4.1.1. Market Trends and Opportunities
8.6.4.1.2. Growth Prospects
8.6.4.2. Japan
8.6.4.2.1. Market Trends and Opportunities
8.6.4.2.2. Growth Prospects
8.6.4.3. India
8.6.4.3.1. Market Trends and Opportunities
8.6.4.3.2. Growth Prospects
8.6.4.4. South Korea
8.6.4.4.1. Market Trends and Opportunities
8.6.4.4.2. Growth Prospects
8.6.4.5. Indonesia
8.6.4.5.1. Market Trends and Opportunities
8.6.4.5.2. Growth Prospects
8.6.4.6. Taiwan
8.6.4.6.1. Market Trends and Opportunities
8.6.4.6.2. Growth Prospects
8.6.4.7. Others
8.6.4.7.1. Market Trends and Opportunities
8.6.4.7.2. Growth Prospects
9. COMPETITIVE ENVIRONMENT AND ANALYSIS
9.1. Major Players and Strategy Analysis
9.2. Market Share Analysis
9.3. Mergers, Acquisition, Agreements, and Collaborations
9.4. Competitive Dashboard
10. COMPANY PROFILES
10.1. DeepMind
10.2. Inworld AI
10.3. EA
10.4. Nvidia
10.5. Unity
10.6. Promethean AI
10.7. Latitude.io
Latitude.io