Artificial Intelligence in Games Market Size, Share, and Trends 2025 to 2034

The global artificial intelligence (AI) in games market size is calculated at USD 7.05 billion in 2025 and is forecasted to reach around USD 37.89 billion by 2034, accelerating at a CAGR of 20.54% from 2025 to 2034. The North America market size surpassed USD 2.28 billion in 2024 and is expanding at a CAGR of 20.71% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

Last Updated : July 2025  |  Report Code : 6446  |  Category : ICT  |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Artificial Intelligence (AI) in Games Market 

5.1. COVID-19 Landscape: Artificial Intelligence (AI) in Games Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Artificial Intelligence (AI) in Games Market, By Game Genre

8.1. Artificial Intelligence (AI) in Games Market Revenue and Volume, by Game Genre

8.1.1. Action & Adventure

8.1.1.1. Market Revenue and Volume Forecast

8.1.2. Role‑Playing Games (RPG)

8.1.2.1. Market Revenue and Volume Forecast

8.1.3. Strategy Games

8.1.3.1. Market Revenue and Volume Forecast

8.1.4. Simulation

8.1.4.1. Market Revenue and Volume Forecast

Chapter 9. Global Artificial Intelligence (AI) in Games Market, By Application

9.1. Artificial Intelligence (AI) in Games Market Revenue and Volume, by Application

9.1.1. Game Development & Design

9.1.1.1. Market Revenue and Volume Forecast

9.1.2. Gameplay Optimization / Player Experience

9.1.2.1. Market Revenue and Volume Forecast

9.1.3. NPC Behavior / Character AI

9.1.3.1. Market Revenue and Volume Forecast

9.1.4. Game Testing & QA

9.1.4.1. Market Revenue and Volume Forecast

9.1.5. Procedural Content Generation

9.1.5.1. Market Revenue and Volume Forecast

9.1.6. In‑Game Marketing

9.1.6.1. Market Revenue and Volume Forecast

9.1.7. Cloud Gaming Optimization

9.1.7.1. Market Revenue and Volume Forecast

Chapter 10. Global Artificial Intelligence (AI) in Games Market, By Component / Technology 

10.1. Artificial Intelligence (AI) in Games Market Revenue and Volume, by Component / Technology

10.1.1. Hardware (CPUs/GPUs)

10.1.1.1. Market Revenue and Volume Forecast

10.1.2. Software & Middleware

10.1.2.1. Market Revenue and Volume Forecast

10.1.3. AI‑Enhanced Platforms / Engines

10.1.3.1. Market Revenue and Volume Forecast

Chapter 11. Global Artificial Intelligence (AI) in Games Market, By Platform / Device

11.1. Artificial Intelligence (AI) in Games Market Revenue and Volume, by Platform / Device

11.1.1. Mobile (Smartphone & Tablet)

11.1.1.1. Market Revenue and Volume Forecast

11.1.2. Console

11.1.2.1. Market Revenue and Volume Forecast

11.1.3. PC

11.1.3.1. Market Revenue and Volume Forecast

11.1.4. Cloud / VR & AR

11.1.4.1. Market Revenue and Volume Forecast

Chapter 12. Global Artificial Intelligence (AI) in Games Market, By Technology Type

12.1. Artificial Intelligence (AI) in Games Market Revenue and Volume, by Technology Type

12.1.1. Machine Learning / Deep Learning

12.1.1.1. Market Revenue and Volume Forecast

12.1.2. Generative AI

12.1.2.1. Market Revenue and Volume Forecast

12.1.3. AI Agents

12.1.3.1. Market Revenue and Volume Forecast

12.1.4. NLP

12.1.4.1. Market Revenue and Volume Forecast

12.1.5. Computer Vision

12.1.5.1. Market Revenue and Volume Forecast

Chapter 13. Global Artificial Intelligence (AI) in Games Market, Regional Estimates and Trend Forecast

13.1. North America

13.1.1. Market Revenue and Volume Forecast, by Game Genre

13.1.2. Market Revenue and Volume Forecast, by Application

13.1.3. Market Revenue and Volume Forecast, by Component / Technology

13.1.4. Market Revenue and Volume Forecast, by Platform / Device

13.1.5. Market Revenue and Volume Forecast, by Technology Type

13.1.6. U.S.

13.1.6.1. Market Revenue and Volume Forecast, by Game Genre

13.1.6.2. Market Revenue and Volume Forecast, by Application

13.1.6.3. Market Revenue and Volume Forecast, by Component / Technology

13.1.6.4. Market Revenue and Volume Forecast, by Platform / Device

13.1.6.5. Market Revenue and Volume Forecast, by Technology Type  

13.1.7. Rest of North America

13.1.7.1. Market Revenue and Volume Forecast, by Game Genre

13.1.7.2. Market Revenue and Volume Forecast, by Application

13.1.7.3. Market Revenue and Volume Forecast, by Component / Technology

13.1.7.4. Market Revenue and Volume Forecast, by Platform / Device

13.1.7.5. Market Revenue and Volume Forecast, by Technology Type

13.2. Europe

13.2.1. Market Revenue and Volume Forecast, by Game Genre

13.2.2. Market Revenue and Volume Forecast, by Application

13.2.3. Market Revenue and Volume Forecast, by Component / Technology

13.2.4. Market Revenue and Volume Forecast, by Platform / Device  

13.2.5. Market Revenue and Volume Forecast, by Technology Type  

13.2.6. UK

13.2.6.1. Market Revenue and Volume Forecast, by Game Genre

13.2.6.2. Market Revenue and Volume Forecast, by Application

13.2.6.3. Market Revenue and Volume Forecast, by Component / Technology

13.2.7. Market Revenue and Volume Forecast, by Platform / Device  

13.2.8. Market Revenue and Volume Forecast, by Technology Type  

13.2.9. Germany

13.2.9.1. Market Revenue and Volume Forecast, by Game Genre

13.2.9.2. Market Revenue and Volume Forecast, by Application

13.2.9.3. Market Revenue and Volume Forecast, by Component / Technology

13.2.10. Market Revenue and Volume Forecast, by Platform / Device

13.2.11. Market Revenue and Volume Forecast, by Technology Type

13.2.12. France

13.2.12.1. Market Revenue and Volume Forecast, by Game Genre

13.2.12.2. Market Revenue and Volume Forecast, by Application

13.2.12.3. Market Revenue and Volume Forecast, by Component / Technology

13.2.12.4. Market Revenue and Volume Forecast, by Platform / Device

13.2.13. Market Revenue and Volume Forecast, by Technology Type

13.2.14. Rest of Europe

13.2.14.1. Market Revenue and Volume Forecast, by Game Genre

13.2.14.2. Market Revenue and Volume Forecast, by Application

13.2.14.3. Market Revenue and Volume Forecast, by Component / Technology

13.2.14.4. Market Revenue and Volume Forecast, by Platform / Device

13.2.15. Market Revenue and Volume Forecast, by Technology Type

13.3. APAC

13.3.1. Market Revenue and Volume Forecast, by Game Genre

13.3.2. Market Revenue and Volume Forecast, by Application

13.3.3. Market Revenue and Volume Forecast, by Component / Technology

13.3.4. Market Revenue and Volume Forecast, by Platform / Device

13.3.5. Market Revenue and Volume Forecast, by Technology Type

13.3.6. India

13.3.6.1. Market Revenue and Volume Forecast, by Game Genre

13.3.6.2. Market Revenue and Volume Forecast, by Application

13.3.6.3. Market Revenue and Volume Forecast, by Component / Technology

13.3.6.4. Market Revenue and Volume Forecast, by Platform / Device

13.3.7. Market Revenue and Volume Forecast, by Technology Type

13.3.8. China

13.3.8.1. Market Revenue and Volume Forecast, by Game Genre

13.3.8.2. Market Revenue and Volume Forecast, by Application

13.3.8.3. Market Revenue and Volume Forecast, by Component / Technology

13.3.8.4. Market Revenue and Volume Forecast, by Platform / Device

13.3.9. Market Revenue and Volume Forecast, by Technology Type

13.3.10. Japan

13.3.10.1. Market Revenue and Volume Forecast, by Game Genre

13.3.10.2. Market Revenue and Volume Forecast, by Application

13.3.10.3. Market Revenue and Volume Forecast, by Component / Technology

13.3.10.4. Market Revenue and Volume Forecast, by Platform / Device

13.3.10.5. Market Revenue and Volume Forecast, by Technology Type

13.3.11. Rest of APAC

13.3.11.1. Market Revenue and Volume Forecast, by Game Genre

13.3.11.2. Market Revenue and Volume Forecast, by Application

13.3.11.3. Market Revenue and Volume Forecast, by Component / Technology

13.3.11.4. Market Revenue and Volume Forecast, by Platform / Device

13.3.11.5. Market Revenue and Volume Forecast, by Technology Type

13.4. MEA

13.4.1. Market Revenue and Volume Forecast, by Game Genre

13.4.2. Market Revenue and Volume Forecast, by Application

13.4.3. Market Revenue and Volume Forecast, by Component / Technology

13.4.4. Market Revenue and Volume Forecast, by Platform / Device

13.4.5. Market Revenue and Volume Forecast, by Technology Type

13.4.6. GCC

13.4.6.1. Market Revenue and Volume Forecast, by Game Genre

13.4.6.2. Market Revenue and Volume Forecast, by Application

13.4.6.3. Market Revenue and Volume Forecast, by Component / Technology

13.4.6.4. Market Revenue and Volume Forecast, by Platform / Device

13.4.7. Market Revenue and Volume Forecast, by Technology Type

13.4.8. North Africa

13.4.8.1. Market Revenue and Volume Forecast, by Game Genre

13.4.8.2. Market Revenue and Volume Forecast, by Application

13.4.8.3. Market Revenue and Volume Forecast, by Component / Technology

13.4.8.4. Market Revenue and Volume Forecast, by Platform / Device

13.4.9. Market Revenue and Volume Forecast, by Technology Type

13.4.10. South Africa

13.4.10.1. Market Revenue and Volume Forecast, by Game Genre

13.4.10.2. Market Revenue and Volume Forecast, by Application

13.4.10.3. Market Revenue and Volume Forecast, by Component / Technology

13.4.10.4. Market Revenue and Volume Forecast, by Platform / Device

13.4.10.5. Market Revenue and Volume Forecast, by Technology Type

13.4.11. Rest of MEA

13.4.11.1. Market Revenue and Volume Forecast, by Game Genre

13.4.11.2. Market Revenue and Volume Forecast, by Application

13.4.11.3. Market Revenue and Volume Forecast, by Component / Technology

13.4.11.4. Market Revenue and Volume Forecast, by Platform / Device

13.4.11.5. Market Revenue and Volume Forecast, by Technology Type

13.5. Latin America

13.5.1. Market Revenue and Volume Forecast, by Game Genre

13.5.2. Market Revenue and Volume Forecast, by Application

13.5.3. Market Revenue and Volume Forecast, by Component / Technology

13.5.4. Market Revenue and Volume Forecast, by Platform / Device

13.5.5. Market Revenue and Volume Forecast, by Technology Type

13.5.6. Brazil

13.5.6.1. Market Revenue and Volume Forecast, by Game Genre

13.5.6.2. Market Revenue and Volume Forecast, by Application

13.5.6.3. Market Revenue and Volume Forecast, by Component / Technology

13.5.6.4. Market Revenue and Volume Forecast, by Platform / Device

13.5.7. Market Revenue and Volume Forecast, by Technology Type

13.5.8. Rest of LATAM

13.5.8.1. Market Revenue and Volume Forecast, by Game Genre

13.5.8.2. Market Revenue and Volume Forecast, by Application

13.5.8.3. Market Revenue and Volume Forecast, by Component / Technology

13.5.8.4. Market Revenue and Volume Forecast, by Platform / Device

13.5.8.5. Market Revenue and Volume Forecast, by Technology Type

Chapter 14. Company Profiles

14.1. Activision Blizzard Inc.

14.1.1. Company Overview

14.1.2. Product Offerings

14.1.3. Financial Performance

14.1.4. Recent Initiatives

14.2. Amazon Web Services Inc.

14.2.1. Company Overview

14.2.2. Product Offerings

14.2.3. Financial Performance

14.2.4. Recent Initiatives

14.3. Bandai Namco Entertainment Inc.

14.3.1. Company Overview

14.3.2. Product Offerings

14.3.3. Financial Performance

14.3.4. Recent Initiatives

14.4. DeepMind (Google)

14.4.1. Company Overview

14.4.2. Product Offerings

14.4.3. Financial Performance

14.4.4. Recent Initiatives

14.5. Electronic Arts Inc.

14.5.1. Company Overview

14.5.2. Product Offerings

14.5.3. Financial Performance

14.5.4. Recent Initiatives

14.6. Epic Games Inc.

14.6.1. Company Overview

14.6.2. Product Offerings

14.6.3. Financial Performance

14.6.4. Recent Initiatives

14.7. Google LLC

14.7.1. Company Overview

14.7.2. Product Offerings

14.7.3. Financial Performance

14.7.4. Recent Initiatives

14.8. IBM Corporation

14.8.1. Company Overview

14.8.2. Product Offerings

14.8.3. Financial Performance

14.8.4. Recent Initiatives

14.9. Intel Corporation

14.9.1. Company Overview

14.9.2. Product Offerings

14.9.3. Financial Performance

14.9.4. Recent Initiatives

14.10. Microsoft Corporation

14.10.1. Company Overview

14.10.2. Product Offerings

14.10.3. Financial Performance

14.10.4. Recent Initiatives

Chapter 15. Research Methodology

15.1. Primary Research

15.2. Secondary Research

15.3. Assumptions

Chapter 16. Appendix

16.1. About Us

16.2. Glossary of Terms

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Frequently Asked Questions

The artificial intelligence (AI) in games market size is expected to increase from USD 5.85 billion in 2024 to USD 37.89 billion by 2034.

The artificial intelligence (AI) in games market is expected to grow at a compound annual growth rate (CAGR) of around 20.54% from 2025 to 2034.

The major players in the artificial intelligence (AI) in games market include Activision Blizzard Inc., Amazon Web Services Inc., Bandai Namco Entertainment Inc., DeepMind (Google), Electronic Arts Inc., Epic Games Inc., Google LLC, IBM Corporation, Intel Corporation, Microsoft Corporation, NetEase Inc., Niantic Inc., NVIDIA Corporation, Sony Interactive Entertainment, Square Enix Holdings Co. Ltd., Supercell Oy, Take-Two Interactive Software Inc., Tencent Holdings Limited, Ubisoft Entertainment SA, and Unity Technologies.

The driving factors of the artificial intelligence (AI) in games market are the growing popularity of online gaming and the rising demand for realistic gaming experiences boost the growth of the market.

North America region will lead the global artificial intelligence (AI) in games market during the forecast period 2025 to 2034.

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