Immersive Entertainment Market Size and Forecast (2021-2031)
Immersive Entertainment Market Size and Forecast (2021 – 2031), Global and Regional Share, Trend, and Growth Opportunity Analysis Report Coverage: By Component (Hardware and Software & Services), Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), End User (IT & Telecom, BFSI, Healthcare, Government, Manufacturing, and Others), and Geography
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Description
The immersive entertainment market is segmented into five major regions-North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South & Central America. North America dominated the market in 2023, followed by Europe and APAC, respectively. North America is one of the fastest-growing regions in terms of technological innovations and adoption of advanced technologies. The region has well-established entertainment and gaming sectors. In recent years, North America has witnessed huge adoption of technologies such as AR, VR, MR, artificial intelligence (AI), and blockchain across all the major industry verticals. With the increasing penetration of digitization in many industries, immersive entertainment has become a vital component of business, especially in the media & entertainment and gaming sectors.
The North America immersive entertainment market is segmented into the US, Canada, and Mexico. The US is expected to have the largest share and record the highest CAGR during the forecast period of 2024 to 2031. The high rate of digitization in various industries, increase in the adoption of digital tools, and high technological spending by government agencies fuel the growth of the US immersive entertainment market. Moreover, the US has a large number of immersive entertainment market players who have been increasingly focusing on developing innovative solutions. Microsoft; Meta Platforms, Inc.; and Google LLC are among the key market players in North America
Based on end user, the market is divided into media & entertainment, gaming, design & architecture, retail, education, and others. The gaming segment held the largest immersive entertainment market share. Consumers across the world are highly demanding AR and VR-based games such as Half-Life: Alyx, Horizon: Call of the Mountain, Resident Evil Village, Gran Turismo 7, Ingress Prime, Pokemon GO, and Jurassic World Alive for enhanced experience. This encourages market players to develop technologically advanced games with VR technology, graphics, and processing power, which further improves the gaming experience and attracts a large audience. Moreover, the rising demand and access to mobile gaming, online multiplayer gaming, and e-sports boost the immersive entertainment market growth for the gaming segment.
Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; and Salesforce Inc are among the key immersive entertainment market players that are profiled in this market study.
The overall immersive entertainment market size has been derived using both primary and secondary sources. Exhaustive secondary research has been conducted using internal and external sources to obtain qualitative and quantitative information related to the immersive entertainment market size. The process also helps obtain an overview and forecast of the market with respect to all the market segments. Also, multiple primary interviews have been conducted with industry participants to validate the data and gain analytical insights. This process includes industry experts such as VPs, business development managers, market intelligence managers, and national sales managers, along with external consultants such as valuation experts, research analysts, and key opinion leaders, specializing in the immersive entertainment market.
Summary Info
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The immersive entertainment market is segmented into five major regions-North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South & Central America. North America dominated the market in 2023, followed by Europe and APAC, respectively. The Europe immersive entertainment market is segmented into Germany, France, the UK, Italy, Russia, and the Rest of Europe. In terms of revenue, UK dominated the immersive entertainment market share. The entertainment and gaming industries in the UK are gaining momentum at a fast pace. Moreover, various companies in the gaming industry are taking initiatives such as partnerships, product launches, and collaborations. In October 2023, Merlin Entertainments announced a multi-million pound and multi-territory partnership with Immersive Gamebox. This immersive group gaming platform brings families together through active shared play. In January 2024, Cinesite announced a long-term partnership with Frameless Creative, a company behind London’s first and UK’s largest permanent multi-sensory art experience. This coincides with the launch of an immersive division alongside its existing VFX as well as animation service offering. Thus, owing to the growing entertainment and gaming industries, the immersive entertainment market is gaining traction in the UK.
The gaming market in Germany is the largest in Europe and the fifth largest across the world. According to the German Games Industry Association (GAME), in November 2022, the German Bundestag approved an increase of US$ 72 million to the country’s gaming fund. The funding is awarded to support game advancement and push the country’s interactive entertainment industry ahead. The initiative was announced in 2019 and was notified by the EU in 2020. According to GAME, the German game industry experienced a big boost in 2021, with the number of companies increasing by 20%. With such investments, the demand for immersive entertainment is also increasing in Germany.
Key Findings of Immersive Entertainment Market Study:
The immersive entertainment market is segmented into component, technology, and end user. Based on component, the immersive entertainment market is categorized into hardware, and software & services. Based on technology, the market is segmented into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. In terms of end user, the market is segmented into media & entertainment, gaming, design & architecture, retail, education, and others. By geography, the immersive entertainment market is segmented into North America, Asia Pacific, Europe, the Middle East & Africa, and South & Central America.
Based on technology, the market is divided into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The virtual reality (VR)segment held the largest immersive entertainment market share. Virtual reality (VR) engages or submerges users in a fully artificial digital environment. The technology involves head-mounted displays (HMDs). It may contain additional hardware such as controllers and gloves to enhance user interactivity, which increases its adoption in a range of applications, including gaming, training, and simulation. The VR technology offers a risk-free simulated environment and allows users to interact with digital objects, tools, avatars, and others. The technology holds a significant position in the media & entertainment sector, primarily used to create and improve immersive video content such as TV series and films. In addition, VR is used in art galleries and museums to enhance user experience and make tours interactive with background information. Moreover, the increasing adoption of VR technology among businesses for design, employee training, and remote collaboration fuels the growth of the immersive entertainment market for the virtual reality (VR) segment.
Mixed reality (MR) segment is expected to grow with the highest CAGR over the forecast period of 2024 to 2031. Mixed reality (MR) technology is developed by combining VR and AR. MR creates a hybrid environment that includes both physical and digital elements that coexist and allows users to interact with digital items in the real world. Rising consumer demand for enhanced experience encourages market players to develop MR-based smartphones, tablets, and headsets. The MR-based devices use sensors to map the physical world and compare it to a digital replica of the same environment. This enables digital objects to understand their location inside a physical world by allowing users to modify them as per their needs. The technology allows users to interact with the digital environment around them naturally by using computer peripherals. The MR technology is highly used by gaming, media & entertainment, retail, and education industries to enhance contextually immersive experiences..
Microsoft Corp; Qualcomm Inc; Google LLC; Sony Group Corp; Infosys Ltd; HTC Corp; Samsung Electronics Co Ltd; Apple Inc; Magic Leap, Inc.; and Salesforce Inc are among the key players profiled in the immersive entertainment market report. Several other major players were studied and analyzed during the immersive entertainment market analysis to get a holistic view of the market and its ecosystem. The immersive entertainment market also provides detailed market insights, which help the key players strategize their growth. The report includes growth prospects owing to the current immersive entertainment market trends and their foreseeable impact during the forecast period.
o Highlights key business priorities in order to assist companies to realign their business strategies
o The key findings and recommendations highlight crucial progressive industry trends in the global immersive entertainment market, thereby allowing players across the value chain to develop effective long-term strategies
o Develop/modify business expansion plans by using substantial growth offering developed and emerging markets
o Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as those hindering it
o Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing and distribution
TABLE OF CONTENTS
1. Introduction
1.1 the Research Team Research Report Guidance
1.2 Market Segmentation
2. Executive Summary
2.1 Key Insights
2.2 Market Attractiveness
3. Research Methodology
3.1 Secondary Research
3.2 Primary Research
3.2.1 Hypothesis formulation:
3.2.2 Macro-economic factor analysis:
3.2.3 Developing base number:
3.2.4 Data Triangulation:
3.2.5 Country level data:
4. Immersive Entertainment Market Landscape
4.1 Overview
4.2 PEST Analysis
4.3 Ecosystem Analysis
4.3.1 List of Vendors in the Value Chain
5. Immersive Entertainment Market – Key Market Dynamics
5.1 Immersive Entertainment Market – Key Market Dynamics
5.2 Market Drivers
5.2.1 Widespread Application of Immersive Technologies Across Entertainment Industry
5.2.2 Increasing Adoption of Digital Transformation Model Among Organizations
5.2.3 Growing Spending on Live Events Worldwide
5.3 Market Restraints
5.3.1 High Cost Associated with Immersive Entertainment Solutions
5.4 Market Opportunities
5.4.1 Advancements in Entertainment Industry
5.4.2 Emergence of Immersive Entertainment in Automotive Industry
5.5 Future Trends
5.5.1 Increasing Adoption of Artificial Intelligence Technology
5.6 Impact of Drivers and Restraints:
6. Immersive Entertainment Market – Global Market Analysis
6.1 Immersive Entertainment Market Revenue (US$ Million), 2021–2031
6.2 Immersive Entertainment Market Forecast Analysis
7. Immersive Entertainment Market Analysis – by Component
7.1 Hardware
7.1.1 Overview
7.1.2 Hardware: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
7.2 Software and Services
7.2.1 Overview
7.2.2 Software and Services: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
8. Immersive Entertainment Market Analysis – by Technology
8.1 Virtual Reality (VR)
8.1.1 Overview
8.1.2 Virtual Reality (VR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
8.2 Augmented Reality (AR)
8.2.1 Overview
8.2.2 Augmented Reality (AR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
8.3 Mixed Reality (MR)
8.3.1 Overview
8.3.2 Mixed Reality (MR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
8.4 Others
8.4.1 Overview
8.4.2 Others: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9. Immersive Entertainment Market Analysis – by End User
9.1 Media and Entertainment
9.1.1 Overview
9.1.2 Media and Entertainment: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9.2 Gaming
9.2.1 Overview
9.2.2 Gaming: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9.3 Design and Architecture
9.3.1 Overview
9.3.2 Design and Architecture: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9.4 Retail
9.4.1 Overview
9.4.2 Retail: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9.5 Education
9.5.1 Overview
9.5.2 Education: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
9.6 Others
9.6.1 Overview
9.6.2 Others: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10. Immersive Entertainment Market – Geographical Analysis
10.1 Overview
10.2 North America
10.2.1 North America Immersive Entertainment Market Overview
10.2.2 North America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.2.3 North America: Immersive Entertainment Market Breakdown, by Component
10.2.3.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
10.2.4 North America: Immersive Entertainment Market Breakdown, by Technology
10.2.4.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
10.2.5 North America: Immersive Entertainment Market Breakdown, by End User
10.2.5.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
10.2.6 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.2.6.1 North America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.2.6.2 United States: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.2.6.2.1 United States: Immersive Entertainment Market Breakdown, by Component
10.2.6.2.2 United States: Immersive Entertainment Market Breakdown, by Technology
10.2.6.2.3 United States: Immersive Entertainment Market Breakdown, by End User
10.2.6.3 Canada: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.2.6.3.1 Canada: Immersive Entertainment Market Breakdown, by Component
10.2.6.3.2 Canada: Immersive Entertainment Market Breakdown, by Technology
10.2.6.3.3 Canada: Immersive Entertainment Market Breakdown, by End User
10.2.6.4 Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.2.6.4.1 Mexico: Immersive Entertainment Market Breakdown, by Component
10.2.6.4.2 Mexico: Immersive Entertainment Market Breakdown, by Technology
10.2.6.4.3 Mexico: Immersive Entertainment Market Breakdown, by End User
10.3 Europe
10.3.1 Europe Immersive Entertainment Market Overview
10.3.2 Europe: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.3 Europe: Immersive Entertainment Market Breakdown, by Component
10.3.3.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
10.3.4 Europe: Immersive Entertainment Market Breakdown, by Technology
10.3.4.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
10.3.5 Europe: Immersive Entertainment Market Breakdown, by End User
10.3.5.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
10.3.6 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.3.6.1 Europe: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.3.6.2 United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.2.1 United Kingdom: Immersive Entertainment Market Breakdown, by Component
10.3.6.2.2 United Kingdom: Immersive Entertainment Market Breakdown, by Technology
10.3.6.2.3 United Kingdom: Immersive Entertainment Market Breakdown, by End User
10.3.6.3 Germany: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.3.1 Germany: Immersive Entertainment Market Breakdown, by Component
10.3.6.3.2 Germany: Immersive Entertainment Market Breakdown, by Technology
10.3.6.3.3 Germany: Immersive Entertainment Market Breakdown, by End User
10.3.6.4 France: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.4.1 France: Immersive Entertainment Market Breakdown, by Component
10.3.6.4.2 France: Immersive Entertainment Market Breakdown, by Technology
10.3.6.4.3 France: Immersive Entertainment Market Breakdown, by End User
10.3.6.5 Italy: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.5.1 Italy: Immersive Entertainment Market Breakdown, by Component
10.3.6.5.2 Italy: Immersive Entertainment Market Breakdown, by Technology
10.3.6.5.3 Italy: Immersive Entertainment Market Breakdown, by End User
10.3.6.6 Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.6.1 Russian Federation: Immersive Entertainment Market Breakdown, by Component
10.3.6.6.2 Russian Federation: Immersive Entertainment Market Breakdown, by Technology
10.3.6.6.3 Russian Federation: Immersive Entertainment Market Breakdown, by End User
10.3.6.7 Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.3.6.7.1 Rest of Europe: Immersive Entertainment Market Breakdown, by Component
10.3.6.7.2 Rest of Europe: Immersive Entertainment Market Breakdown, by Technology
10.3.6.7.3 Rest of Europe: Immersive Entertainment Market Breakdown, by End User
10.4 Asia Pacific
10.4.1 Asia Pacific Immersive Entertainment Market Overview
10.4.2 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.3 Asia Pacific: Immersive Entertainment Market Breakdown, by Component
10.4.3.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
10.4.4 Asia Pacific: Immersive Entertainment Market Breakdown, by Technology
10.4.4.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
10.4.5 Asia Pacific: Immersive Entertainment Market Breakdown, by End User
10.4.5.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
10.4.6 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.4.6.1 Asia Pacific: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.4.6.2 China: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.2.1 China: Immersive Entertainment Market Breakdown, by Component
10.4.6.2.2 China: Immersive Entertainment Market Breakdown, by Technology
10.4.6.2.3 China: Immersive Entertainment Market Breakdown, by End User
10.4.6.3 Japan: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.3.1 Japan: Immersive Entertainment Market Breakdown, by Component
10.4.6.3.2 Japan: Immersive Entertainment Market Breakdown, by Technology
10.4.6.3.3 Japan: Immersive Entertainment Market Breakdown, by End User
10.4.6.4 India: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.4.1 India: Immersive Entertainment Market Breakdown, by Component
10.4.6.4.2 India: Immersive Entertainment Market Breakdown, by Technology
10.4.6.4.3 India: Immersive Entertainment Market Breakdown, by End User
10.4.6.5 South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.5.1 South Korea: Immersive Entertainment Market Breakdown, by Component
10.4.6.5.2 South Korea: Immersive Entertainment Market Breakdown, by Technology
10.4.6.5.3 South Korea: Immersive Entertainment Market Breakdown, by End User
10.4.6.6 Australia: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.6.1 Australia: Immersive Entertainment Market Breakdown, by Component
10.4.6.6.2 Australia: Immersive Entertainment Market Breakdown, by Technology
10.4.6.6.3 Australia: Immersive Entertainment Market Breakdown, by End User
10.4.6.7 Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.4.6.7.1 Rest of APAC: Immersive Entertainment Market Breakdown, by Component
10.4.6.7.2 Rest of APAC: Immersive Entertainment Market Breakdown, by Technology
10.4.6.7.3 Rest of APAC: Immersive Entertainment Market Breakdown, by End User
10.5 Middle East and Africa
10.5.1 Middle East and Africa Immersive Entertainment Market Overview
10.5.2 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.5.3 Middle East and Africa: Immersive Entertainment Market Breakdown, by Component
10.5.3.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
10.5.4 Middle East and Africa: Immersive Entertainment Market Breakdown, by Technology
10.5.4.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
10.5.5 Middle East and Africa: Immersive Entertainment Market Breakdown, by End User
10.5.5.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
10.5.6 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.5.6.1 Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.5.6.2 United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.5.6.2.1 United Arab Emirates: Immersive Entertainment Market Breakdown, by Component
10.5.6.2.2 United Arab Emirates: Immersive Entertainment Market Breakdown, by Technology
10.5.6.2.3 United Arab Emirates: Immersive Entertainment Market Breakdown, by End User
10.5.6.3 Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.5.6.3.1 Saudi Arabia: Immersive Entertainment Market Breakdown, by Component
10.5.6.3.2 Saudi Arabia: Immersive Entertainment Market Breakdown, by Technology
10.5.6.3.3 Saudi Arabia: Immersive Entertainment Market Breakdown, by End User
10.5.6.4 South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.5.6.4.1 South Africa: Immersive Entertainment Market Breakdown, by Component
10.5.6.4.2 South Africa: Immersive Entertainment Market Breakdown, by Technology
10.5.6.4.3 South Africa: Immersive Entertainment Market Breakdown, by End User
10.5.6.5 Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.5.6.5.1 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by Component
10.5.6.5.2 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by Technology
10.5.6.5.3 Rest of Middle East and Africa: Immersive Entertainment Market Breakdown, by End User
10.6 South America
10.6.1 South America Immersive Entertainment Market Overview
10.6.2 South America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.6.3 South America: Immersive Entertainment Market Breakdown, by Component
10.6.3.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Component
10.6.4 South America: Immersive Entertainment Market Breakdown, by Technology
10.6.4.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Technology
10.6.5 South America: Immersive Entertainment Market Breakdown, by End User
10.6.5.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by End User
10.6.6 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.6.6.1 South America: Immersive Entertainment Market – Revenue and Forecast Analysis – by Country
10.6.6.2 Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.6.6.2.1 Brazil: Immersive Entertainment Market Breakdown, by Component
10.6.6.2.2 Brazil: Immersive Entertainment Market Breakdown, by Technology
10.6.6.2.3 Brazil: Immersive Entertainment Market Breakdown, by End User
10.6.6.3 Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.6.6.3.1 Argentina: Immersive Entertainment Market Breakdown, by Component
10.6.6.3.2 Argentina: Immersive Entertainment Market Breakdown, by Technology
10.6.6.3.3 Argentina: Immersive Entertainment Market Breakdown, by End User
10.6.6.4 Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
10.6.6.4.1 Rest of South America: Immersive Entertainment Market Breakdown, by Component
10.6.6.4.2 Rest of South America: Immersive Entertainment Market Breakdown, by Technology
10.6.6.4.3 Rest of South America: Immersive Entertainment Market Breakdown, by End User
11. Competitive Landscape
11.1 Heat Map Analysis By Key Players
12. Industry Landscape
12.1 Overview
12.2 Market Initiative
12.3 Product Development
12.4 Mergers & Acquisitions
13. Company Profiles
13.1 Microsoft Corp
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Products and Services
13.1.4 Financial Overview
13.1.5 SWOT Analysis
13.1.6 Key Developments
13.2 Qualcomm Inc
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Products and Services
13.2.4 Financial Overview
13.2.5 SWOT Analysis
13.2.6 Key Developments
13.3 Google LLC
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Products and Services
13.3.4 Financial Overview
13.3.5 SWOT Analysis
13.3.6 Key Developments
13.4 Sony Group Corp
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Products and Services
13.4.4 Financial Overview
13.4.5 SWOT Analysis
13.4.6 Key Developments
13.5 Infosys Ltd
13.5.1 Key Facts
13.5.2 Business Description
13.5.3 Products and Services
13.5.4 Financial Overview
13.5.5 SWOT Analysis
13.5.6 Key Developments
13.6 HTC Corp
13.6.1 Key Facts
13.6.2 Business Description
13.6.3 Products and Services
13.6.4 Financial Overview
13.6.5 SWOT Analysis
13.6.6 Key Developments
13.7 Samsung Electronics Co Ltd
13.7.1 Key Facts
13.7.2 Business Description
13.7.3 Products and Services
13.7.4 Financial Overview
13.7.5 SWOT Analysis
13.7.6 Key Developments
13.8 Apple Inc
13.8.1 Key Facts
13.8.2 Business Description
13.8.3 Products and Services
13.8.4 Financial Overview
13.8.5 SWOT Analysis
13.8.6 Key Developments
13.9 Magic Leap, Inc.
13.9.1 Key Facts
13.9.2 Business Description
13.9.3 Products and Services
13.9.4 Financial Overview
13.9.5 SWOT Analysis
13.9.6 Key Developments
13.10 Salesforce Inc
13.10.1 Key Facts
13.10.2 Business Description
13.10.3 Products and Services
13.10.4 Financial Overview
13.10.5 SWOT Analysis
13.10.6 Key Developments
14. Appendix
14.1 About the Research Team
LIST OF TABLES
Table 1. Immersive Entertainment Market Segmentation
Table 2. List of Vendors
Table 3. Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Table 4. Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million) – by Component
Table 5. Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million) – by Technology
Table 6. Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million) – by End User
Table 7. North America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 8. North America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 9. North America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 10. North America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Country
Table 11. United States: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 12. United States: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 13. United States: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 14. Canada: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 15. Canada: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 16. Canada: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 17. Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 18. Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 19. Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 20. Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 21. Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 22. Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 23. Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Country
Table 24. United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 25. United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 26. United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 27. Germany: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 28. Germany: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 29. Germany: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 30. France: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 31. France: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 32. France: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 33. Italy: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 34. Italy: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 35. Italy: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 36. Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 37. Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 38. Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 39. Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 40. Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 41. Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 42. Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 43. Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 44. Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 45. Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Country
Table 46. China: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 47. China: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 48. China: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 49. Japan: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 50. Japan: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 51. Japan: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 52. India: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 53. India: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 54. India: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 55. South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 56. South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 57. South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 58. Australia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 59. Australia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 60. Australia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 61. Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 62. Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 63. Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 64. Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 65. Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 66. Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 67. Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Country
Table 68. United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 69. United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 70. United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 71. Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 72. Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 73. Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 74. South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 75. South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 76. South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 77. Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 78. Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 79. Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 80. South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 81. South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 82. South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 83. South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Country
Table 84. Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 85. Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 86. Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 87. Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 88. Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 89. Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
Table 90. Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Component
Table 91. Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by Technology
Table 92. Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million) – by End User
LIST OF FIGURES
Figure 1. Immersive Entertainment Market Segmentation, by Geography
Figure 2. PEST Analysis
Figure 3. Impact Analysis of Drivers and Restraints
Figure 4. Immersive Entertainment Market Breakdown by Geography, 2023 and 2031 (%)
Figure 5. Immersive Entertainment Market Revenue (US$ Million), 2021–2031
Figure 6. Immersive Entertainment Market Share (%) – by Component (2023 and 2031)
Figure 7. Hardware: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 8. Software and Services: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 9. Immersive Entertainment Market Share (%) – by Technology (2023 and 2031)
Figure 10. Virtual Reality (VR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 11. Augmented Reality (AR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 12. Mixed Reality (MR): Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 13. Others: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 14. Immersive Entertainment Market Share (%) – by End User (2023 and 2031)
Figure 15. Media and Entertainment: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 16. Gaming: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 17. Design and Architecture: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 18. Retail: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 19. Education: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 20. Others: Immersive Entertainment Market – Revenue and Forecast to 2031 (US$ Million)
Figure 21. Immersive Entertainment Market Breakdown by Region, 2023 and 2031 (%)
Figure 22. North America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 23. North America: Immersive Entertainment Market Breakdown, by Component (2023 and 2031)
Figure 24. North America: Immersive Entertainment Market Breakdown, by Technology (2023 and 2031)
Figure 25. North America: Immersive Entertainment Market Breakdown, by End User (2023 and 2031)
Figure 26. North America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 27. United States: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 28. Canada: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 29. Mexico: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 30. Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 31. Europe: Immersive Entertainment Market Breakdown, by Component (2023 and 2031)
Figure 32. Europe: Immersive Entertainment Market Breakdown, by Technology (2023 and 2031)
Figure 33. Europe: Immersive Entertainment Market Breakdown, by End User (2023 and 2031)
Figure 34. Europe: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 35. United Kingdom: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 36. Germany: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 37. France: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 38. Italy: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 39. Russian Federation: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 40. Rest of Europe: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 41. Asia Pacific: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 42. Asia Pacific: Immersive Entertainment Market Breakdown, by Component (2023 and 2031)
Figure 43. Asia Pacific: Immersive Entertainment Market Breakdown, by Technology (2023 and 2031)
Figure 44. Asia Pacific: Immersive Entertainment Market Breakdown, by End User (2023 and 2031)
Figure 45. Asia Pacific: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 46. China: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 47. Japan: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 48. India: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 49. South Korea: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 50. Australia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 51. Rest of APAC: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 52. Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 53. Middle East and Africa: Immersive Entertainment Market Breakdown, by Component (2023 and 2031)
Figure 54. Middle East and Africa: Immersive Entertainment Market Breakdown, by Technology (2023 and 2031)
Figure 55. Middle East and Africa: Immersive Entertainment Market Breakdown, by End User (2023 and 2031)
Figure 56. Middle East and Africa: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 57. United Arab Emirates: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 58. Saudi Arabia: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 59. South Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 60. Rest of Middle East and Africa: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 61. South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 62. South America: Immersive Entertainment Market Breakdown, by Component (2023 and 2031)
Figure 63. South America: Immersive Entertainment Market Breakdown, by Technology (2023 and 2031)
Figure 64. South America: Immersive Entertainment Market Breakdown, by End User (2023 and 2031)
Figure 65. South America: Immersive Entertainment Market Breakdown, by Key Countries, 2023 and 2031 (%)
Figure 66. Brazil: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 67. Argentina: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 68. Rest of South America: Immersive Entertainment Market – Revenue and Forecast to 2031(US$ Million)
Figure 69. Company Positioning & Concentration
The List of Companies – Immersive Entertainment Market
o Microsoft Corp
o Qualcomm Inc
o Google LLC
o Sony Group Corp
o Infosys Ltd
o HTC Corp
o Samsung Electronics Co Ltd
o Apple Inc
o Magic Leap, Inc.
o Salesforce Inc
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