AI Video Generator Market

AI Video Generator Market by Component (Solutions, Services), by Organization Size (Large Enterprises, SMEs), by Source (Text/Blog/Articles to Video, PowerPoint to Video, Spreadsheet to Video), by Vertical (Marketing, Ecommerce, Education) and Region - Global Forecast to 2027

Report Code: UC 6137 Jun, 2024, by marketsandmarkets.com

AI video generators use Artificial Intelligence (AI) to create videos by using data from a variety of sources, including text, images, and audio files. The user does not require any equipment, an editing studio, or a premium video editing application to be able to create videos. To make AI videos, the user can choose any AI video generator, enter any text, choose an avatar, and generate the AI video. The benefit of AI video generator is that no video editing is required, and the user does not even need to appear in the video.

The global AI Video Generator Market is expected to grow from USD 411.5 million in 2022 to USD 1082.7 million in 2027, at a CAGR of 17.5%. The growth of online video content consumption on video platforms, growth of short videos, and demand for audio video material in various fields are some of the major factors fuelling the growth of AI Video Generator market.

AI Video Generator Market

Drivers: The growth of online video content consumption on video platforms

Online video consumption has been on the rise with the current average viewer spending 100 minutes a day watching digital videos. For businesses, the potential to reach consumers via online videos is high. According to the latest online video consumption statistics, 92.6 percent of global internet users worldwide watch digital videos each week. This refers to any kind of video – from music videos and tutorials to gaming and influencer videos. The most popular videos on the internet are music videos. Just over half of all internet users watch them every week. Comedy, meme, or the commonly termed “viral” videos are the second most popular type of videos and are watched by over one-third (36.5 percent) of global internet users. This is followed by tutorials or how-to videos, with 29.8 percent, and video live streams with 29.6 percent.

Drivers: The demand of video content in various fields like ecommerce, education etc.

In an ecommerce business, the online video consumption statistics are important as it helps to understand the buyers’ preferences. It helps to adjust the video marketing strategy accordingly to ensure the videos are not only being watched but also reaching the right audience. For instance, the high number of people watching tutorials or how-to videos could mean that it may be worth investing in creating a how-to product video. This is especially if the products are innovative and/or if their value proposition cannot be adequately conveyed through text or static images. Video live streams can also help to foster a sense of community with the buyers, cultivating a relationship with them.

Also, the educational videos and sports clips or highlights videos, consumed by 28.5 percent and 27 percent of internet users, respectively. This is followed by gaming videos, which 26.9 percent of people watch. The product review videos are also watched by 26.7 percent of consumers online every week.

Challenges: High subscription charges to restrict the growth of video generator market

The subscription charges are still a challenge with upcoming influencers and users. Most of the individual content providers are working on their own and do not have financial support to back up their content. The AI video generators are charging premium either on monthly basis or quarterly basis to use all the required features. This will impact the revenue generation of the market.

Key players in the market

Synthesia (UK), Lumen5(Canada), Rephrase.ai(US), Synths video(US), Muse.ai(US), Raw Shorts (US), are few key players in the AI Video Generator Market.

Recent developments

  • In October 2022, Google announced it will soon release their text-to-video generator. The generator is still in its development phase, but by the time it reaches a publicly releasable state, it will be capable of producing 1280×768 videos at 24 frames per second from a basic written prompt.
  • In October 2022, Meta, the parent company of Facebook, has unveiled a new product that will allow users to create videos generated by artificial intelligence. Make-a-Video, which is not yet available for public use, will allow users to create videos from a text prompt in the latest addition to the recent push for AI-generated art.
TABLE OF CONTENTS
 
1 INTRODUCTION (Page No. - 30)
    1.1 STUDY OBJECTIVES 
    1.2 MARKET DEFINITION 
           1.2.1 INCLUSIONS AND EXCLUSIONS
    1.3 MARKET SCOPE 
           1.3.1 MARKET SEGMENTATION
           1.3.2 REGIONS COVERED
           1.3.3 YEARS CONSIDERED
    1.4 CURRENCY CONSIDERED 
    1.5 STAKEHOLDERS 
    1.6 SUMMARY OF CHANGES 
    1.7 LIMITATIONS 
 
2 RESEARCH METHODOLOGY (Page No. - 36)
    2.1 RESEARCH DATA 
           2.1.1 SECONDARY DATA
                    2.1.1.1 Secondary Sources
           2.1.2 PRIMARY DATA
                    2.1.2.1 Primary interviews with experts
                    2.1.2.2 Breakup of primary profiles
                    2.1.2.3 List of key primary interview participants
                    2.1.2.4 Key industry insights
    2.2 MARKET BREAKUP AND DATA TRIANGULATION 
    2.3 MARKET SIZE ESTIMATION 
           2.3.1 BOTTOM-UP APPROACH
           2.3.2 TOP-DOWN APPROACH
    2.4 MARKET ESTIMATION: SUPPLY-SIDE ANALYSIS 
    2.5 MARKET ESTIMATION: DEMAND-SIDE ANALYSIS 
    2.6 RESEARCH ASSUMPTIONS 
           2.6.1 ASSUMPTIONS
 
3 EXECUTIVE SUMMARY (Page No. - 46)
 
4 PREMIUM INSIGHTS (Page No. - 50)
    4.1 BRIEF OVERVIEW OF AI VIDEO GENERATOR MARKET 
    4.2 NORTH AMERICA: AI VIDEO GENERATOR MARKET, BY VERTICAL AND COUNTRY 
    4.3 ASIA PACIFIC: AI VIDEO GENERATOR MARKET, BY FLEET TYPE AND COUNTRY 
 
5 MARKET OVERVIEW (Page No. - 52)
    5.1 MARKET OVERVIEW 
    5.2 MARKET DYNAMICS 
           5.2.1 DRIVERS
           5.2.2 RESTRAINTS
           5.2.3 OPPORTUNITIES
           5.2.4 CHALLENGES
    5.3 PRICING ANALYSIS 
           5.3.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY SUBSCRIPTION-BASED SOFTWARE
           5.3.2  AVERAGE SELLING PRICE TRENDS
    5.4 VALUE CHAIN ANALYSIS 
    5.5 ECOSYSTEM 
    5.6 TECHNOLOGY ANALYSIS 
           5.6.1 BIG DATA AND ANALYTICS
           5.6.2 ARTIFICIAL INTELLIGENCE
           5.6.3 5G
           5.6.4 INTERNET OF THINGS
           5.6.5 BLOCKCHAIN
    5.7 PATENT ANALYSIS 
    5.8 KEY CONFERENCES AND EVENTS FROM 2022 TO 2023 
    5.9 REGULATORY LANDSCAPE 
           5.9.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    5.10 PORTERS FIVE FORCE MODEL 
                    5.10.1.1 AI VIDEO GENERATOR MARKET: PORTER’S FIVE FORCES MODEL
                    5.10.1.2 Threat of new entrants
                    5.10.1.3 Threat of substitutes
                    5.10.1.4 Bargaining power of buyers
                    5.10.1.5 Bargaining power of suppliers
                    5.10.1.6 Competition rivalry
    5.11 KEY STAKEHOLDERS AND BUYING CRITERIA 
           5.11.1 KEY STAKEHOLDERS IN BUYING PROCESS
           5.11.2 BUYING CRITERIA
    5.12 CASE STUDY ANALYSIS 
 
6 AI VIDEO GENERATOR MARKET, BY COMPONENT (Page No. - 76)
    6.1 INTRODUCTION 
           6.1.1 COMPONENTS: AI VIDEO GENERATOR MARKET DRIVERS
    6.2 SOLUTIONS 
           6.2.1 AI AVATARS
           6.2.2 AI VOICES
    6.3 SERVICES 
           6.3.1 PROFESSIONAL SERVICES
                    6.3.1.3 Training and support
 
7 AI VIDEO GENERATOR MARKET, BY ORGANISATION SIZE (Page No. - 97)
    7.1 INTRODUCTION 
           7.1.1 ORGANISATION SIZE: AI VIDEO GENERATOR MARKET DRIVERS
    7.2 LARGE ENTERPRISES 
    7.3 SMES 
 
8 AI VIDEO GENERATOR MARKET, BY SOURCE (Page No. - 102)
    8.1 INTRODUCTION 
           8.1.1 SOURCE: AI VIDEO GENERATOR MARKET DRIVERS
    8.2 TEXT/BLOGS/ARTICLES  TO VIDEO 
    8.3 POWERPOINT TO VIDEO 
    8.4 SPREADSHEET TO VIDEO 
 
9 AI VIDEO GENERATOR MARKET, BY VERTICAL (Page No. - 110)
    9.1 INTRODUCTION 
           9.1.1 VERTICAL: AI VIDEO GENERATOR MARKET DRIVERS
    9.2 MARKETING 
    9.3 ECOMMERCE 
    9.4 EDUCATION 
    9.9 OTHERS 
 
10 AI VIDEO GENERATOR MARKET, BY REGION (Page No. - 120)
     10.1 INTRODUCTION 
             10.1.1 AI VIDEO GENERATOR MARKET DRIVERS
     10.2 NORTH AMERICA 
             10.2.1 PESTLE ANALYSIS: NORTH AMERICA
             10.2.2 US
             10.2.3 CANADA
     10.3 EUROPE 
             10.3.1 PESTLE ANALYSIS: EUROPE
             10.3.2 UK
             10.3.3 GERMANY
             10.3.4 ITALY
             10.3.5 SPAIN
               10.3.11 REST OF EUROPE
     10.4 ASIA PACIFIC 
             10.4.1 CHINA
             10.4.2 JAPAN
             10.4.3 INDIA
             10.4.4 REST OF ASIA PACIFIC
     10.5 LATIN AMERICA 
             10.5.1 PESTLE ANALYSIS: LATIN AMERICA
             10.5.2 BRAZIL
             10.5.3 MEXICO
             10.5.4 REST OF LATIN AMERICA
     10.6 MIDDLE EAST AND AFRICA 
             10.6.1 PESTLE ANALYSIS: MIDDLE EAST & AFRICA
             10.6.2 KINGDOM OF SAUDI ARABIA
             10.6.3 SOUTH AFRICA
             10.6.4 REST OF MIDDLE EAST AND AFRICA
 
11 COMPETITIVE LANDSCAPE (Page No. - 183)
     11.1 OVERVIEW 
     11.2 KEY PLAYER STRATEGIES 
     11.3 HISTORICAL REVENUE ANALYSIS 
     11.4 COMPANY MARKET RANKING ANALYSIS 
     11.5 MARKET SHARE ANALYSIS OF TOP PLAYERS 
     11.6 MARKET EVALUATION FRAMEWORK 
     11.7 COMPANY EVALUATION QUADRANTS 
             11.7.1 STARS
             11.7.2 EMERGING LEADERS
             11.7.3 PERVASIVE PLAYERS
             11.7.4 PARTICIPANTS
     11.8 COMPANY PRODUCT FOOTPRINT ANALYSIS 
     11.9 COMPETITIVE BENCHMARKING FOR SMES/STARTUPS 
     11.10 STARTUP/SME EVALUATION MATRIX METHODOLOGY AND DEFINITIONS 
               11.10.1 PROGRESSIVE COMPANIES
               11.10.2 RESPONSIVE COMPANIES
               11.10.3 DYNAMIC COMPANIES
               11.10.4 STARTING BLOCKS
     11.11 COMPETITIVE SCENARIO AND TRENDS 
               11.11.1 PRODUCT LAUNCHES
               11.11.2 DEALS
 
12 COMPANY PROFILES (Page No. - 204)
     12.1 KEY PLAYERS 
             12.1.1 SYNTHESIA
                       12.1.1.1 BUSINESS OVERVIEW
                       12.1.1.2 Products/Solutions/Services offered
                       12.1.1.3 Recent developments
                       12.1.1.4 MNM view
                                   12.1.1.4.1 Right to win
                                   12.1.1.4.2 Strategic choices
                                   12.1.1.4.3 Weaknesses and competitive threats
             12.1.2 LUMEN5
                       12.1.2.1 Business overview
                       12.1.2.2 Products/Solutions/Services offered
                       12.1.2.3 Recent developments
                       12.1.2.4 MNM View
                                   12.1.2.4.1 Right to win
                                   12.1.2.4.2 Strategic choices
                                   12.1.2.4.3 Weaknesses and competitive threats
             12.1.3 REPHRASE.AI
                       12.1.3.1 Business overview
                       12.1.3.2 Products/Solutions/Services offered
                       12.1.3.3 Recent developments
                       12.1.3.4 MNM view
                                   12.1.3.4.1 Right to win
                                   12.1.3.4.2 Strategic choices
                                   12.1.3.4.3 Weakness and competitive threats
             12.1.4 SYNTHS VIDEO
                       12.1.4.1 Business overview
                       12.1.4.2 Products/Solutions/Services offered
                       12.1.4.3 Recent developments
                       12.1.4.4 MNM view
                                   12.1.4.4.1 Right to win
                                   12.1.4.4.2 Strategic choices
                                   12.1.4.4.3 Weakness and competitive threats
             12.1.5 MUSE.AI
                       12.1.5.1 Business overview
                       12.1.5.2 Products/Solutions/Services offered
                       12.1.5.3 Recent developments
                       12.1.5.4 MNM View
                                   12.1.5.4.1 Right to win
                                   12.1.5.4.2 Strategic choices
                                   12.1.5.4.2 Weaknesses and competitive threats
             12.1.6 RAW SHORTS
                       12.1.6.1 Business overview
                       12.1.6.2 Products/Solutions/Services offered
     12.2 STARTUP/SME PLAYERS 
 
13 ADJACENT/RELATED MARKETS (Page No. - 254)
     13.1 INTRODUCTION 
             13.1.1 LIMITATIONS
 
14 APPENDIX (Page No. - 266)
     14.1 DISCUSSION GUIDE 
     14.2 KNOWLEDGESTORE: MARKETSANDMARKETS’  SUBSCRIPTION PORTAL 
     14.3 CUSTOMIZATION OPTIONS 
     14.4 RELATED REPORTS 

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