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A study by the CNC and BearingPoint, conducted in January 2024 and published in April 2024, maps current and potential uses of AI in the cinema, audiovisual and video game sectors. It combines a documentary search with about thirty qualitative interviews with industry professionals, and the authors note that findings reflect the December 2023 to January 2024 period. The study identifies around sixty use cases across the value chain, with the most applications in post-production and animation/VFX, and in video game development. The authors argue that adoption is uneven, reflecting differences in individual and company AI maturity, R&D capacity and attitudes. They also highlight unresolved legal and ethical questions around training data, output rights, performer consent and the protection of works created with generative AI. Labour impacts are presented as varying by profession, seniority and project type, with junior and execution-level tasks described as most automatable. The study further notes that the United States has negotiated AI rules through industry unions, while the EU's AI Act leaves many legal uncertainties to case law. Economically, the authors expect AI to deepen sector polarisation, lower costs for subtitling and dubbing, and expand production possibilities. Concerns are raised about cultural diversity, environmental sustainability and long-term discoverability of original works.