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没入型エンターテインメントの世界市場

Immersive Entertainment


出版日
ページ情報
英文 149 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=143.57円
没入型エンターテインメントの世界市場
出版日: 2025年01月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 149 Pages
納期: 即日から翌営業日
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概要

没入型エンターテインメントの世界市場は2030年までに4,739億米ドルに達する見込み

2024年に1,336億米ドルと推定された没入型エンターテインメントの世界市場は、2030年には4,739億米ドルに達し、分析期間2024-2030年のCAGRは23.5%で成長すると予測されます。本レポートで分析したセグメントの1つであるバーチャルリアリティ(VR)技術は、CAGR23.3%を記録し、分析期間終了時には2,078億米ドルに達すると予測されます。拡張現実(AR)技術セグメントの成長率は、分析期間のCAGRで22.2%と推定されます。

米国市場は推定351億米ドル、中国はCAGR22.3%で成長予測

米国の没入型エンターテインメント市場は、2024年に351億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに724億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは22.3%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ21.4%と20.3%と予測されています。欧州では、ドイツがCAGR約16.2%で成長すると予測されています。

世界の没入型エンターテインメント市場- 主要動向と促進要因のまとめ

没入型エンターテインメントはどのように消費者体験を再定義しているか?

没入型エンターテインメントは、視聴者のコンテンツとの関わり方に革命をもたらし、魅力的でインタラクティブ、そして深くパーソナライズされた体験を創造しています。バーチャルリアリティ(VR)、拡張現実(AR)、複合現実(MR)、拡張現実(XR)などの先進技術を活用することで、没入型エンターテインメントは受動的な視聴を能動的な参加へと変えます。この変換は、没入型環境によってプレイヤーがデジタル世界に完全に溶け込むことができるゲームにおいて特に顕著です。同様に、コンサート、フェスティバル、スポーツなどのライブイベントでも、VRやARを活用することで、対面であろうと遠隔であろうと、より高度な視点や体験を観客に提供しています。

映画やテレビ業界も、没入型要素を統合して360度のストーリーテリングやインタラクティブな物語を提供し、視聴者がシーンを多角的に探索したり、結果に影響を与えたりできるようにしています。このシフトは従来のフォーマットを再定義し、物理的領域とデジタル領域の境界を曖昧にする新しい形態のエンターテインメントを生み出しています。コンテンツ制作者が没入型テクノロジーの可能性を追求し続ける中、消費者はエンターテイメントメディアとの全く新しいレベルの関わりと感情的なつながりを体験しています。

なぜ没入型エンターテインメントは、業界を超えて勢いを増しているのでしょうか?

没入型エンターテインメントの採用は、ゲーム、ライブエンターテインメント、教育、小売など、さまざまな業界で勢いを増しています。ゲーム分野では、VRヘッドセットとモーショントラッキング技術は、忠実度の高い体験を提供するための標準的なツールとなっており、プレイヤーはこれまでにない方法で仮想環境と対話することができます。同様に、ライブ・エンターテイメント会場やイベント主催者は、ARやMRオーバーレイを取り入れて観客の体験を向上させ、リアルタイム・データ、ビジュアル、エフェクトを提供することで、パフォーマンスの感動を増幅させています。

教育やトレーニングの分野でも、没入型エンターテインメントを活用して魅力的な学習環境を構築しています。VRやARを活用したシミュレーションでは、知識の定着や実践的なスキルを高める体験ができます。一方、小売業では、没入型テクノロジーを使って、顧客を魅了し、エンゲージメントを高めるバーチャルショールームやインタラクティブな広告を作成しています。このように、没入型エンターテインメントがさまざまな分野で幅広く活用されていることは、その汎用性と変革の可能性を強調するものであり、消費者の動向を先取りしてイノベーションを起こそうとする企業にとって、重要な注目分野となっています。

テクノロジーの進歩は、没入型エンターテインメントをどのように後押ししているのでしょうか?

テクノロジーの進歩は、没入型エンターテインメントの急成長と進化の核心です。軽量ヘッドセット、触覚フィードバック装置、高度なモーションセンサーなど、VRとARハードウェアの革新は、没入型体験の臨場感と快適性を大幅に向上させました。高解像度ディスプレイと改善されたリフレッシュレートは、より滑らかなビジュアルに貢献し、空間オーディオの進歩は、よりリアルで没入感のあるサウンド環境を作り出しています。これらの改善により、開発者はコンテンツ制作の限界を押し広げ、よりリッチで魅力的な体験を提供できるようになっています。

5Gネットワークやエッジコンピューティングなどの接続性の進歩も、シームレスな没入体験を可能にする上で重要な役割を果たしています。データ速度の高速化とレイテンシーの低下により、仮想空間でのリアルタイムのインタラクションが可能になり、多人数参加型のVRゲームや仮想ライブイベントなどのアプリケーションがより身近で楽しいものになります。さらに、人工知能(AI)や機械学習が没入型プラットフォームに統合され、ユーザーの行動や嗜好に基づいて体験をリアルタイムでカスタマイズできるようになっています。このような技術の進歩がイノベーションを促進し、業界を横断する没入型エンターテインメントの新たな可能性を切り開いています。

没入型エンターテインメント市場の成長を促進する要因は?

没入型エンターテインメント市場の成長は、インタラクティブでパーソナライズされた体験に対する消費者の需要の増加、没入型技術の進歩、業界全体におけるデジタルコンテンツの採用拡大など、いくつかの要因によって牽引されています。VRおよびARデバイスの人気上昇とハードウェアコストの低下により、没入型エンターテインメントはより多くの人々に利用されるようになりました。ゲーム業界における没入型技術の採用は、esportsやライブストリーミングプラットフォームの台頭と相まって、市場の成長をさらに後押ししています。

また、エンターテインメント業界のハイブリッド・イベントやバーチャル・イベントへのシフトも、没入型ソリューションの採用に拍車をかけています。さらに、教育、小売、ヘルスケア分野への没入型技術の統合により、応用範囲が拡大し、さらなる成長機会がもたらされました。AIを駆使したアニメーションや3Dモデリングなど、コンテンツ制作ツールの進歩により、没入型体験の迅速かつコスト効率の高い制作が可能になっています。革新性と双方向性に対する消費者の期待が高まり続ける中、没入型エンターテインメント市場は持続的な成長と進化を遂げると思われます。

セグメント

テクノロジー(仮想現実(VR)テクノロジー、拡張現実(AR)テクノロジー、複合現実(MR)テクノロジー、その他のテクノロジー)、アプリケーション(ゲーム・アプリケーション、没入型シアター・アプリケーション、アーケード・スタジオ・アプリケーション、音楽&コンサート・アプリケーション、ライブ・イベント・アプリケーション、その他のアプリケーション)

調査対象企業の例(注目の41社)

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP31535

Global Immersive Entertainment Market to Reach US$473.9 Billion by 2030

The global market for Immersive Entertainment estimated at US$133.6 Billion in the year 2024, is expected to reach US$473.9 Billion by 2030, growing at a CAGR of 23.5% over the analysis period 2024-2030. Virtual Reality (VR) Technology, one of the segments analyzed in the report, is expected to record a 23.3% CAGR and reach US$207.8 Billion by the end of the analysis period. Growth in the Augmented Reality (AR) Technology segment is estimated at 22.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$35.1 Billion While China is Forecast to Grow at 22.3% CAGR

The Immersive Entertainment market in the U.S. is estimated at US$35.1 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$72.4 Billion by the year 2030 trailing a CAGR of 22.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 21.4% and 20.3% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 16.2% CAGR.

Global Immersive Entertainment Market – Key Trends & Drivers Summarized

How Is Immersive Entertainment Redefining Consumer Experiences?

Immersive entertainment is revolutionizing how audiences interact with content, creating experiences that are engaging, interactive, and deeply personalized. By leveraging advanced technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR), immersive entertainment transforms passive viewing into active participation. This transformation is particularly evident in gaming, where immersive environments allow players to be fully integrated into digital worlds. Similarly, live events such as concerts, festivals, and sports are utilizing VR and AR to provide audiences with enhanced perspectives and experiences, whether in person or remotely.

Film and television industries are also integrating immersive elements to offer 360-degree storytelling and interactive narratives, enabling viewers to explore scenes from multiple angles and influence outcomes. This shift has redefined traditional formats, giving rise to new forms of entertainment that blur the boundaries between the physical and digital realms. As content creators continue to explore the potential of immersive technologies, consumers are experiencing an entirely new level of engagement and emotional connection with entertainment media.

Why Is Immersive Entertainment Gaining Momentum Across Industries?

The adoption of immersive entertainment is gaining momentum across diverse industries, including gaming, live entertainment, education, and retail. In the gaming sector, VR headsets and motion-tracking technologies have become standard tools for delivering high-fidelity experiences, allowing players to interact with virtual environments in unprecedented ways. Similarly, live entertainment venues and event organizers are incorporating AR and MR overlays to enhance the audience experience, providing real-time data, visuals, and effects that amplify the emotional impact of performances.

The education and training sectors are also leveraging immersive entertainment to create engaging learning environments. Simulations powered by VR and AR offer hands-on experiences that enhance knowledge retention and practical skills. Retailers, on the other hand, are using immersive technologies to create virtual showrooms and interactive advertisements that captivate customers and drive engagement. This broad application of immersive entertainment across multiple sectors underscores its versatility and transformative potential, making it a key focus area for businesses looking to innovate and stay ahead of consumer trends.

How Are Advancements in Technology Fueling Immersive Entertainment?

Technological advancements are at the heart of the rapid growth and evolution of immersive entertainment. Innovations in VR and AR hardware, including lightweight headsets, haptic feedback devices, and advanced motion sensors, have significantly enhanced the realism and comfort of immersive experiences. High-resolution displays and improved refresh rates contribute to smoother visuals, while advancements in spatial audio create a more realistic and immersive sound environment. These improvements are enabling developers to push the boundaries of content creation, delivering richer and more engaging experiences.

Connectivity advancements such as 5G networks and edge computing are also playing a crucial role in enabling seamless immersive experiences. Faster data speeds and lower latency allow real-time interactions in virtual spaces, making applications like multiplayer VR gaming and virtual live events more accessible and enjoyable. Additionally, artificial intelligence (AI) and machine learning are being integrated into immersive platforms to enable real-time customization of experiences based on user behavior and preferences. These technological advancements are driving innovation, opening up new possibilities for immersive entertainment across industries.

What Factors Are Driving the Growth of the Immersive Entertainment Market?

The growth in the Immersive Entertainment market is driven by several factors, including increasing consumer demand for interactive and personalized experiences, advancements in immersive technologies, and the growing adoption of digital content across industries. The rising popularity of VR and AR devices, combined with decreasing hardware costs, has made immersive entertainment more accessible to a wider audience. The gaming industry’s embrace of immersive technologies, coupled with the rise of esports and live-streaming platforms, has further propelled market growth.

The entertainment industry’s shift toward hybrid and virtual events has also fueled the adoption of immersive solutions, as they allow organizers to deliver engaging experiences to both in-person and remote audiences. Furthermore, the integration of immersive technologies into education, retail, and healthcare sectors has expanded the scope of applications, driving additional growth opportunities. Advances in content creation tools, such as AI-driven animation and 3D modeling, are enabling faster and more cost-effective production of immersive experiences. As consumer expectations for innovation and interactivity continue to rise, the immersive entertainment market is set to experience sustained growth and evolution.

SCOPE OF STUDY:

The report analyzes the Immersive Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Technology (Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology, Other Technologies); Application (Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application, Live Events Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 41 Featured) -

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Immersive Entertainment - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Consumer Demand for Hyper-Realistic Experiences Drives Growth in Immersive Entertainment
    • Integration of AR and VR Technologies Expands Opportunities in Immersive Entertainment
    • AI-Driven Content Creation Revolutionizes Interactive and Immersive Storytelling
    • Rising Popularity of Virtual Concerts and Events Fuels Growth in Immersive Platforms
    • Metaverse Adoption Propels the Development of Fully Immersive Entertainment Experiences
    • Advancements in Haptic Technology Enhance Multi-Sensory Immersive Experiences
    • Focus on Personalization Spurs Demand for AI-Enhanced Immersive Entertainment Solutions
    • Growing Popularity of E-Sports and Gaming Drives Innovations in Immersive Content
    • Immersive Displays Transform Audience Engagement in Theaters and Theme Parks
    • Demand for Real-Time Interactivity Fuels Growth in Immersive Live Streaming Technologies
    • Expansion of Wearable Devices Broadens Accessibility to Immersive Experiences
    • Digital Twins in Entertainment Create New Opportunities for Immersive Storytelling
    • Focus on Experiential Marketing Boosts Adoption of Immersive Technologies
    • Advances in Audio Technology Elevate the Immersive Sound Experience in Entertainment
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Immersive Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other Technologies by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other Technologies by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Immersive Theater Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Immersive Theater Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Arcade Studios Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Arcade Studios Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Music & Concerts Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Music & Concerts Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Live Events Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Live Events Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 24: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • JAPAN
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CHINA
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 36: China Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 38: China Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • EUROPE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • FRANCE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 46: France Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 48: France Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: France 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • GERMANY
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 52: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Germany 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ITALY
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 56: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Italy 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • UNITED KINGDOM
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 58: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 60: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: UK 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Rest of Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 72: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Rest of World 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030

IV. COMPETITION