3 datasets found
  1. Beneficiaries of AI use in game development according to U.S. and UK gamers...

    • statista.com
    Updated May 23, 2025
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    Statista (2025). Beneficiaries of AI use in game development according to U.S. and UK gamers 2023 [Dataset]. https://www.statista.com/statistics/1400095/uk-us-gamer-generative-ai-beneficiaries-game-dev/
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    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 2023
    Area covered
    United States, United Kingdom
    Description

    Video gamers in the United States and the United Kingdom felt that while the adoption of generative AI tools in the video game industry was an overall good thing, individual creatives such as artists, voice actors, and writers were most likely to be negatively impacted. A March 2023 survey found that 49 percent of respondents were concerned that voice actors were likely to be harmed by the use of AI. In contrast, 69 percent of respondents felt that large game studios would likely benefit from such tools. The threat of generative AI looms over the entertainment industry These worries expressed by gamers are not unfounded - as of July 2023, Hollywood actors of the Screen Actors Guild-American Federation of Television and Radio Artists (more commonly known as SAG-AFTRA) have been striking over the use of AI in films and other issues. They are joining the ongoing strike of the Writers Guild of America (WGA), who have been striking since May 1st, 2023, about streaming residuals as well as the usage of AI in scriptwriting. The requests of the WGA include a ban on the use of AI for writing and rewriting source material, the use of AI as source materials, as well as a ban on training AI on WGA writers' work.

    The 2016–2017 video game voice actor strike Voice actors, including those who work on video games, are also part of the SAG-AFTRA. As artists who primarily work without their personal image being attached to their product, voice actors are particularly at risk of being exploited by studios. The 2016–2017 video game voice actor strike started in October 2016 by the SAG-AFTRA union against 11 major video game developers and publishers after failed contract renegotiation terms that had been in discussion since February 2015. The strike, which at its core was about the implementation of residuals based on video game sales as well as improved transparency about working conditions, lasted 340 days until a deal was reached on September 23, 2017. However, the agreement did not include residuals as SAG-AFTRA sought but did include a sliding-scale bonus payment for each recording session a voice actor participated in. At the time of the 2016-2017 strike, about a quarter of video games used some type of acting, either as live actors or voice actors for full-motion capture or full-motion video, and this trend has only escalated since then. With the increasing prominence of the performance of video game actors in recent years, video game award shows now frequently feature Best Performance categories too. Despite this growing appreciation, voice actors still keenly feel the impact of industry trends.

  2. w

    Global Motion Capture Solutions Market Research Report: By Technology...

    • wiseguyreports.com
    Updated Jul 23, 2024
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Motion Capture Solutions Market Research Report: By Technology (Optical Motion Capture, Inertial Motion Capture, Magnetic Motion Capture, Acoustic Motion Capture), By Application (Film and Television, Video Games, Virtual Reality and Augmented Reality, Healthcare, Sports Analysis), By Component (Hardware, Software, Services), By End-User (Studios, Game Developers, Medical Professionals, Sports Teams, Individual Consumers), By Modality (Full-Body Motion Capture, Partial-Body Motion Capture, Facial Motion Capture) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/motion-capture-solutions-market
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    Dataset updated
    Jul 23, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Jan 7, 2024
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20232.59(USD Billion)
    MARKET SIZE 20242.88(USD Billion)
    MARKET SIZE 20326.7(USD Billion)
    SEGMENTS COVEREDTechnology ,Application ,Component ,End-User ,Modality ,Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSRising demand for immersive experiences Advancements in motion capture technology Growing adoption in healthcare and medical applications Increasing use in sports and fitness industries Expansion into virtual and augmented reality applications
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILED)Qualisys ( ,)Metria Innovation ( ,)OptiTrack ( ,Vicon ( ,)Xsens ( ,)Carnea ( ,)Rokoko ( ,) ,)Noraxon ( ,)Motion Analysis Corporation ( ,)Animazoo ( ,)inertial Labs ( ,)Perception Neuron ( ,)PhaseSpace ( ,)HumanOptics (
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESGrowing adoption in healthcare Advancements in AI and ML Increased use in gaming and entertainment Rising demand for motion analysis Expansion into new applications
    COMPOUND ANNUAL GROWTH RATE (CAGR) 11.13% (2025 - 2032)
  3. Motion Capture Solutions Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Motion Capture Solutions Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-motion-capture-solutions-market
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    csv, pdf, pptxAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Motion Capture Solutions Market Outlook



    The global motion capture solutions market size is projected to grow from USD 684.1 million in 2023 to USD 1,487.5 million by 2032, with a Compound Annual Growth Rate (CAGR) of 9.2% during the forecast period. This growth is driven by an increasing demand for realistic animations in movies and video games, as well as significant advancements in technology that offer higher precision and resolution. The market's expansion is largely fueled by the rising adoption of motion capture solutions across various sectors, including media and entertainment, healthcare, and education.



    One of the primary growth factors in the motion capture solutions market is the burgeoning entertainment industry. The demand for high-quality animations and visual effects in both movies and video games has surged, necessitating sophisticated motion capture technology to recreate lifelike movements. Additionally, the proliferation of virtual reality (VR) and augmented reality (AR) applications in gaming is driving the need for advanced motion capture systems that can provide an immersive user experience. Companies in the entertainment sector are increasingly investing in motion capture solutions to stay competitive and meet consumer expectations for high-fidelity graphics.



    Another significant growth factor is the expanding application of motion capture technology in the healthcare sector. Motion capture systems are increasingly used for biomechanical analysis, physical therapy, and rehabilitation. These systems help in accurately tracking and analyzing human movements, which is crucial for understanding patient conditions and devising effective treatment plans. The rise in the aging population and the increasing prevalence of musculoskeletal disorders are further driving the demand for motion capture solutions in healthcare. This technology's ability to provide precise movement analysis makes it invaluable for both diagnostic and therapeutic purposes.



    Furthermore, the education sector is emerging as a vital area for the application of motion capture technology. Educational institutions are integrating motion capture systems into their curricula to provide students with hands-on experience in fields such as biomechanics, robotics, and digital arts. This adoption is not only enhancing the learning experience but also preparing students for careers in industries that heavily rely on motion capture technology. The increasing focus on STEM (Science, Technology, Engineering, and Mathematics) education is also contributing to the growth of the motion capture solutions market.



    Full Body Motion Capture Software is revolutionizing the way industries approach animation and movement analysis. This software is integral in translating complex human motions into digital formats, providing unparalleled accuracy and detail. In the entertainment sector, it allows filmmakers and game developers to create more realistic and engaging characters by capturing every nuance of human movement. Beyond entertainment, this software is also making significant strides in healthcare, where it aids in the detailed analysis of patient movements for better diagnosis and treatment planning. As technology advances, Full Body Motion Capture Software continues to evolve, offering enhanced capabilities and integration options for various applications.



    Regionally, North America is expected to dominate the motion capture solutions market due to its well-established entertainment industry and significant investments in healthcare technology. Europe follows closely, with a growing focus on research and development and the adoption of advanced technologies in industrial applications. The Asia Pacific region is anticipated to exhibit the highest CAGR, driven by a booming entertainment industry, rising healthcare expenditures, and increasing investments in technological advancements. Latin America and the Middle East & Africa are also witnessing gradual growth, primarily due to the expanding media and entertainment sectors in these regions.



    Component Analysis



    The motion capture solutions market can be segmented into three primary components: hardware, software, and services. The hardware segment includes various sensors, cameras, and other physical devices used to capture movements. These are crucial for the initial data collection process. The software segment comprises programs and applications that process and analyze the captured data, converting

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Statista (2025). Beneficiaries of AI use in game development according to U.S. and UK gamers 2023 [Dataset]. https://www.statista.com/statistics/1400095/uk-us-gamer-generative-ai-beneficiaries-game-dev/
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Beneficiaries of AI use in game development according to U.S. and UK gamers 2023

Explore at:
Dataset updated
May 23, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Mar 2023
Area covered
United States, United Kingdom
Description

Video gamers in the United States and the United Kingdom felt that while the adoption of generative AI tools in the video game industry was an overall good thing, individual creatives such as artists, voice actors, and writers were most likely to be negatively impacted. A March 2023 survey found that 49 percent of respondents were concerned that voice actors were likely to be harmed by the use of AI. In contrast, 69 percent of respondents felt that large game studios would likely benefit from such tools. The threat of generative AI looms over the entertainment industry These worries expressed by gamers are not unfounded - as of July 2023, Hollywood actors of the Screen Actors Guild-American Federation of Television and Radio Artists (more commonly known as SAG-AFTRA) have been striking over the use of AI in films and other issues. They are joining the ongoing strike of the Writers Guild of America (WGA), who have been striking since May 1st, 2023, about streaming residuals as well as the usage of AI in scriptwriting. The requests of the WGA include a ban on the use of AI for writing and rewriting source material, the use of AI as source materials, as well as a ban on training AI on WGA writers' work.

The 2016–2017 video game voice actor strike Voice actors, including those who work on video games, are also part of the SAG-AFTRA. As artists who primarily work without their personal image being attached to their product, voice actors are particularly at risk of being exploited by studios. The 2016–2017 video game voice actor strike started in October 2016 by the SAG-AFTRA union against 11 major video game developers and publishers after failed contract renegotiation terms that had been in discussion since February 2015. The strike, which at its core was about the implementation of residuals based on video game sales as well as improved transparency about working conditions, lasted 340 days until a deal was reached on September 23, 2017. However, the agreement did not include residuals as SAG-AFTRA sought but did include a sliding-scale bonus payment for each recording session a voice actor participated in. At the time of the 2016-2017 strike, about a quarter of video games used some type of acting, either as live actors or voice actors for full-motion capture or full-motion video, and this trend has only escalated since then. With the increasing prominence of the performance of video game actors in recent years, video game award shows now frequently feature Best Performance categories too. Despite this growing appreciation, voice actors still keenly feel the impact of industry trends.

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