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所属行业:文化、体育和娱乐业

  • 1.全球教育领域大型语言模型市场报告(2025-2029年)

    [文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2025-12-26]

    The global LLMs in education market encompasses the provision of artificial intelligence technologies, including software platforms, application programming interfaces, and integrated solutions designed to leverage the capabilities of LLMs (large language models) for educational purposes. These models function by utilizing deep learning algorithms trained on massive datasets to understand, generate, and manipulate human language. Primary applications span personalized tutoring systems that adapt to student progress, automated content creation for curricula, intelligent grading and feedback mechanisms, and sophisticated research assistants for higher education. Key advantages include the ability to deliver scalable, individualized learning experiences and to automate administrative workloads for educators. In the current market landscape, LLMs represent a transformative technology, poised to enhance pedagogical methods, improve learning outcomes, and drive operational efficiencies across K-12, university, and corporate training environments.

    关键词:全球教育领域;LLM(大型语言模型);市场涵盖;人工智能技术;软件平台;应用程序编程接口
  • 2.全球K-12私立教育市场报告2025年

    [文化、体育和娱乐业] [2025-12-26]

    The market by value in this report is defined as the revenues that enterprises gain from goods and/or services sold within the specified market and geography. • The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

    关键词:全球;K-12;私立教育;市场报告;2025年
  • 3.2025 年三季度媒体行业研究:媒体行业整体平稳运行, AI 技术逐步赋能媒体生产与传播

    [文化、体育和娱乐业] [2025-12-09]

    2025 年前三季度传统媒体中图书销售整体呈现负增长,实体店、平台电商以及垂直及其他电商持续低迷,2025 年以来新媒体用户规模持续扩大,微短剧数量与质量双升,游戏行业市 场规模保持增长态势,上半年用户规模创历史新高。随着数字化技术的普及和用户习惯的改变, 媒体行业的需求结构正经历深度重塑,市场格局呈现“流量向巨头集中、传统媒体转型求生” 的竞争态势。信用评级方面,媒体行业发债主体集中在传统媒体细分行业,级别以 AAA 为主,2025 年三季度,AAA 级别主体发行规模同比有所增加,无担保债券发行信用利差(平均数)环比小幅上升。随着一系列推动媒体行业健康发展的政策陆续出台,2025 年前三季度,媒体行业整体平稳运行,同时 AI 技术逐步赋能媒体生产与传播。展望 2025 年全年,媒体行业处于出清修复阶段。


    关键词:传统媒体;新媒体;游戏
  • 4.全球人工智能在学习与发展领域的市场报告(2025-2029年)

    [文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2025-12-04]

    The global AI in learning and development market encompasses the spectrum of technologies, platforms, and services that utilize artificial intelligence to transform corporate training and employee upskilling.

    关键词:全球人工智能;学习与发展领域;市场涵盖;利用人工智能;变革企业培训;员工技能提升;各种技术;平台和服务
  • 5.头部公司优质产品贡献,游戏行业三季度业绩大增——2025年三季报总结

    [文化、体育和娱乐业] [2025-11-28]

    游戏行业政策端积极、新品表现亮眼,我们对游戏行业整体乐观。1)关注优秀产品储备,推荐业绩稳健增长的恺英网络、巨人网络、吉比特、三七互娱,推荐具备业绩反转能力的完美世界,相关标的星辉娱乐。2)海外布局积极的公司,推荐神州泰岳,相关标的 ST 华通、冰川网络、宝通科技。3)AI 布局积极,存在业务创新可能性 的公司,推荐姚记科技、浙数文化,相关标的顺网科技、盛天网络。


    关键词:游戏;版号;游戏市场
  • 6.全球彩票市场报告(2025-2029年)

    [文化、体育和娱乐业,金融业] [2025-11-25]

    A lottery is a legal form of gambling, which involves randomly drawing numbers to award a prize. Lotteries have different levels of acceptance across the globe, with some governments banning lotteries while some endorse lotteries at the state as well as national levels. Hence, it is a common phenomenon to find regulations around managing a lottery and the means of drawing a lottery. However, the popularity of lotteries has increased due to the growing prize amounts as well as rising awareness due to marketing techniques used by companies. The introduction of new games as well as lotteries at different price points, is making them affordable.

    关键词:彩票;合法;赌博形式;支持彩票
  • 7.全球在线数据科学培训项目市场报告(2025-2029年)

    [文化、体育和娱乐业,信息传输、软件和信息技术服务业] [2025-11-23]

    Data science can be represented as a blend of data inference, algorithm development, and technology. Data science is used to solve analytically complex problems. It includes various technologies such as deep learning, NLP, ML, data analytics, big data and AI. The prominence of data science is increasing in industries like automotive, BFSI, retail, and healthcare.

    关键词:数据科学;数据推断;算法开发;技术的融合
  • 8.全球音乐流媒体市场报告(2025-2029年)

    [文化、体育和娱乐业] [2025-11-23]

    Music streaming services allow consumers to stream and listen to music using a device connected to the internet. These services can be accessed through desktops and mobile devices that have Internet connections, supportive audio players, and supportive operating systems.

    关键词:音乐流媒体服务;允许消费者;连接到互联网;设备;播放和收听音乐
  • 9.全球赛车运动市场报告(2025-2029年)

    [文化、体育和娱乐业] [2025-11-22]

    Motorsports involve organizing competitive race events for motorized vehicles. These events generally involve custom cars, trucks, and motorcycles. F1, NASCAR, IndyCar, and the WRC are some of the popular motorsport events. F1 is the most popular among them, closely followed by IndyCar Series and NASCAR.

    关键词:赛车运动;组织机动车辆;竞技比赛;改装汽车;卡车和摩托车
  • 10.全球K-12游戏化学习市场报告(2025-2029年)

    [信息传输、软件和信息技术服务业,文化、体育和娱乐业] [2025-11-22]

    Game-based learning connects educational content with computer or video games and is used by students interested in different subjects, including science, technology, engineering and math (STEM), language learning, and social sciences. It is designed to balance the study of the subject matter with gameplay and has certain defined learning outcomes. Game-based learning helps students learn in an immersive and engaging environment. Moreover, it aids educators in motivating learners to perform and understand complex topics with ease within a limited time. It allows the creation of an imaginative world for learners to plan, analyze, and experience complex realities without much difficulty.

    关键词:游戏化学习;教育内容;电脑或视频游戏;相结合;科学;技术;工程和数学(STEM);语言学习;社会科学
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