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没入型エンターテインメントの世界市場:市場規模・シェア・動向分析 (技術の種類別・用途別・地域別)、セグメント別予測 (2025年~2030年)

Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology Type (Virtual Reality, Augmented Reality, Mixed Reality), By Application (Gaming, Museum And Cultural Experiences), By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 120 Pages
納期
2~10営業日
カスタマイズ可能
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:市場規模・シェア・動向分析 (技術の種類別・用途別・地域別)、セグメント別予測 (2025年~2030年)
出版日: 2025年02月04日
発行: Grand View Research
ページ情報: 英文 120 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

没入型エンターテインメント市場の成長と動向:

Grand View Research, Inc.の最新調査によると、世界の没入型エンターテインメントの市場規模は、2025年から2030年にかけてCAGR 26.3%で成長し、2030年には4,421億1,000万米ドルに達すると予測されています。

市場成長を促進する主な要因は、ゲーム、映画、音楽、スポーツ、ライブイベントなど幅広いエンターテインメント産業で没入型技術が広く採用されていることです。広範な活用領域は、没入型エンターテインメントの魅力とその視聴者基盤を強化し、予測期間を通じて市場拡大を促進すると予測されます。

エンターテインメント業界全体に没入型技術が広く適用されることで、今後数年間の市場成長がさらに促進されると予想されます。さらに、バーチャルツーリズムの動向も拡大しており、ユーザーはバーチャルリアリティを通じて目的地を探索できるようになっています。このような動向の継続的な出現は、エンタテインメント分野における没入型技術のダイナミックで継続的な進化に焦点を当てています。バーチャルツーリズムの導入は、多様で魅力的な没入型体験への志向の高まりを反映し、観客とエンターテインメントとの関わり方を再形成するものです。

ライブ・パフォーマンスやイベントを強化するための没入型技術の応用は、没入型エンターテインメント分野を煽る主要動向のひとつです。同市場は、幅広いライブ・エンターテインメント・イベント、バーチャル・コンサート、バーチャル・リアリティ(VR)や拡張現実(AR)を採用した劇場体験によって成長を遂げており、観客にとって魅力的でインタラクティブな体験を生み出しています。

新製品や新サービスの投入は、没入型エンターテインメント分野でシェアを拡大するために企業が用いる主な戦略の1つです。同市場で事業を展開する複数の企業は、より多くの顧客層に対応し、同業界における足場を固めるため、市場での存在感を拡大することに注力しています。例えば、かつてフェイスブックとして知られたメタ社は、複合現実体験を促進するための提携に積極的に取り組んでいます。2023年12月、MetaはTelefonicaと提携し、高齢者向けの複合現実体験を強化することで、没入型技術へのコミットメントを示し、戦略的提携を通じて市場リーチを拡大しています。

没入型エンターテインメント市場:分析概要

  • 技術の種類別では、バーチャルリアリティ(VR)分野が2024年の市場を独占しました。採用の増加、技術の進歩、多様な活用領域、競合優位性、消費者需要の組み合わせが、バーチャルリアリティ(VR)セグメントを推進しています。
  • 用途別では、ゲーム分野が2024年の市場を独占しました。同分野の成長は、その広範な人気、技術的進歩、多様なコンテンツ提供、高レベルのエンゲージメント、強力なコミュニティ構築イニシアチブ、および強化されたクロスプラットフォームアクセシビリティに起因します。
  • 地域別では、北米が2024年の市場を独占しました。これは、技術の進歩、強力なエコシステム、消費者の需要、北米の企業による戦略的パートナーシップによるものです。
  • 2024年12月、ソニーグループの子会社であるソニー・ピクチャーズエンタテインメントは、シカゴのオークブルックに革新的な没入型エンターテインメント施設「ワンダーバース」を開設しました。この革新的な空間は、来場者をスクリーンの枠を超え、『ゴーストバスターズ』、『ジュマンジ』、『アンチャーテッド』、『ゾンビランド』などの人気映画やテレビシリーズ、ビデオゲームにインスパイアされた幻想的な世界に誘う。

目次

第1章 分析方法・範囲

第2章 エグゼクティブサマリー

第3章 没入型エンターテインメント市場:業界展望

  • 市場系統の見通し
  • 業界バリューチェーン分析
  • 市場力学
  • 業界分析ツール

第4章 没入型エンターテインメント市場: 技術の種類別の推定・動向分析

  • セグメントダッシュボード
  • 没入型エンターテインメント市場:技術の種類別の変動分析(2024年・2030年)
  • バーチャルリアリティ(VR)
  • 拡張現実(AR)
  • 複合現実(MR)
  • その他

第5章 没入型エンターテインメント市場:用途別の推定・動向分析

  • セグメントダッシュボード
  • 没入型エンターテインメント市場:用途別の変動分析(2024年・2030年)
  • ゲーム
  • ライブイベント
  • 博物館と文化体験
  • 音楽とコンサート
  • スポーツ
  • アーケードスタジオ
  • 没入型シアター
  • その他

第6章 地域別の推定・動向分析

  • 没入型エンターテインメント市場:地域別(2024年・2030年)
  • 北米
    • 北米の没入型エンターテインメント市場:推定と予測(2018~2030年)
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州の没入型エンターテインメント市場:推定と予測(2018~2030年)
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • アジア太平洋の没入型エンターテインメント市場:推定と予測(2018~2030年)
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
  • ラテンアメリカ
    • ラテンアメリカの没入型エンターテインメント市場:推定と予測(2018~2030年)
    • ブラジル
  • 中東・アフリカ
    • 中東・アフリカの没入型エンターテインメント市場:推定と予測(2018~2030年)
    • アラブ首長国連邦
    • サウジアラビア
    • 南アフリカ

第7章 没入型エンターテインメント市:-競合情勢

  • 最新動向と影響分析:主な市場参入企業別
  • 企業分類
  • 参入企業の概要
  • 財務実績
  • 製品のベンチマーク
  • 企業の市場ポジショニング
  • 企業市場シェア分析 (%、2024年)
  • 企業ヒートマップ分析
  • 戦略マッピング
    • パートナーシップ
    • 新製品の発売
    • 合併と買収
    • 拡大
  • 企業プロファイル
    • Meta Platforms Inc.
    • Microsoft Corporation
    • HTC Corporation
    • Barco NV
    • Magic Leap Inc
    • Samsung Electronics Co., Ltd.
    • Apple Inc
    • Sony Group Corporation
    • Qualcomm Technologies, Inc
    • Unity Technologies
図表

List of Tables

  • Table 1 Immersive Entertainment Market 2018 - 2030 (USD Million)
  • Table 2 Immersive Entertainment , By Region, 2018 - 2030 (USD Million)
  • Table 3 Immersive Entertainment , By Component, 2018 - 2030 (USD Million)
  • Table 4 Immersive Entertainment , By Location, 2018 - 2030 (USD Million)
  • Table 5 Virtual Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 6 Augmented Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 7 Mixed Reality Market by Region, 2018 - 2030 (USD Million)
  • Table 8 Others Market by Region, 2018 - 2030 (USD Million)
  • Table 9 Gaming Market by Region, 2018 - 2030 (USD Million)
  • Table 10 Live Events Market by Region, 2018 - 2030 (USD Million)
  • Table 11 Museum and Cultural Experiences Market by Region, 2018 - 2030 (USD Million)
  • Table 12 Music and Concerts Market by Region, 2018 - 2030 (USD Million)
  • Table 13 Sports Market by Region, 2018 - 2030 (USD Million)
  • Table 14 Arcade Studios Market by Region, 2018 - 2030 (USD Million)
  • Table 15 Immersive Theater Market by Region, 2018 - 2030 (USD Million)
  • Table 16 Others Market by Region, 2018 - 2030 (USD Million)
  • Table 17 North America Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 18 North America Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 19 U.S. Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 20 U.S. Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 21 Canada Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 22 Canada Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 23 Mexico Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 24 Mexico Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 25 Europe Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 26 Europe Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 27 Germany Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 28 Germany Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 29 U.K. Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 30 U.K. Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 31 France Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 32 France Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 33 Italy Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 34 Italy Immersive Entertainment Market by Application , (USD Million), 2018 - 2030
  • Table 35 Spain Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 36 Spain Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 37 Asia Pacific Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 38 Asia Pacific Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 39 China Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 40 China Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 41 Japan Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 42 Japan Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 43 India Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 44 India Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 45 South Korea Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 46 South Korea Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 47 Latin America Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 48 Latin America Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 49 Brazil Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 50 Brazil Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 51 Middle East and Africa Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 52 Middle East and Africa Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 53 South Africa Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 54 South Africa Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)
  • Table 55 UAE Immersive Entertainment Market by Technology Type, 2018 - 2030 (USD Million)
  • Table 56 UAE Immersive Entertainment Market by Application, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Immersive Entertainment Market Segmentation
  • Fig. 2 Information Procurement
  • Fig. 3 Data Analysis Models
  • Fig. 4 Market Formulation and Validation
  • Fig. 5 Data Validating & Publishing
  • Fig. 6 Market Snapshot
  • Fig. 7 Segment Snapshot (1/2)
  • Fig. 8 Segment Snapshot (2/2)
  • Fig. 9 Competitive Landscape Snapshot
  • Fig. 10 Immersive Entertainment Market Value, 2024 (USD Million)
  • Fig. 11 Immersive Entertainment - Industry Value Chain Analysis
  • Fig. 12 Immersive Entertainment Market Dynamics
  • Fig. 13 Immersive Entertainment Market: PORTER's Five Forces Analysis
  • Fig. 14 Immersive Entertainment Market: PESTEL Analysis
  • Fig. 15 Immersive Entertainment Market share by Technology Type, 2024 & 2030 (USD Million)
  • Fig. 16 Immersive Entertainment Market, by Technology Type: Market Share, 2024 & 2030
  • Fig. 17 Virtual reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 18 Augmented reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 19 Mixed reality market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 20 Others market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 21 Immersive Entertainment Market share by Application, 2024 & 2030 (USD Million)
  • Fig. 22 Immersive Entertainment Market, by Application: Market Share, 2024 & 2030
  • Fig. 23 Gaming market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 24 Live events market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 25 Museum and cultural experiences market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 26 Music and concerts market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 27 Sports market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 28 Arcade studios market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 29 Immersive theater market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 30 Others market estimates & forecasts, 2018 - 2030 (Revenue, USD Million)
  • Fig. 31 Immersive Entertainment Market Revenue, by Region, 2024 & 2030 (USD Million)
  • Fig. 32 Regional Marketplace: Key Takeaways (1/2)
  • Fig. 33 Regional Marketplace: Key Takeaways (2/2)
  • Fig. 34 North America Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 35 U.S. Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 36 Canada Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 37 Mexico Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 38 Europe Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Germany Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 40 U.K. Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 41 France Immersive Entertainment Market Estimates and Forecas, 2018 - 2030 (USD Million)
  • Fig. 42 Italy Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Spain Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 44 Asia Pacific Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 45 China Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 46 Japan Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 47 India Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 48 South Korea Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 49 Latin America Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 50 Brazil Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 51 MEA Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD million)
  • Fig. 52 UAE Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 53 South Africa Immersive Entertainment Market Estimates and Forecast, 2018 - 2030 (USD Million)
  • Fig. 54 Key Company Categorization
  • Fig. 55 Company Market Positioning
  • Fig. 56 Strategic framework
目次
Product Code: GVR-4-68040-166-6

Immersive Entertainment Market Growth & Trends:

The global immersive entertainment market size is expected to reach USD 442.11 billion by 2030, growing at a CAGR of 26.3% from 2025 to 2030, according to a new study by Grand View Research, Inc. The primary driver propelling the growth of the market is the widespread adoption of immersive technology in a wide range of entertainment industries, including gaming, movies, music, sports, and live events. The widespread application enhances immersive entertainment's attractiveness and its audience base, which is anticipated to drive market expansion throughout the forecast period.

The widespread application of immersive technologies across the entertainment industry is expected further to fuel the market growth in the coming years. Moreover, the trend of virtual tourism is expanding, enabling users to explore destinations through virtual reality. The ongoing emergence of these trends focuses on the dynamic and continually evolving nature of immersive technologies across the entertainment spectrum. This signifies a broader movement within the market, where the incorporation of virtual tourism reflects a growing inclination for diverse and engaging immersive experiences, reshaping the way audiences interact with entertainment offerings.

The application of immersive technologies to enhance live performances and events is one of the major trends fueling the immersive entertainment sector. The market is experiencing growth by a wide range of live entertainment events, virtual concerts, and theater experiences which employ virtual reality (VR) and augmented reality (AR) to create engaging and interactive experiences for the audience

Launching new products and services is one of the main strategies used by companies to increase their market share in the immersive entertainment sector Several companies operating in the market are focused on expanding their market presence to cater to the larger customer base and to strengthen their foothold in the industry. For instance, Meta, formerly known as Facebook, is actively engaged in partnerships to promote mixed reality experiences. In December 2023, Meta partnered with Telefonica to enhance mixed reality experiences for elderly individuals, showcasing its commitment to immersive technologies and expanding its market reach through strategic collaborations.

Immersive Entertainment Market Report Highlights:

  • Based on the technology type segment, the virtual reality (VR) segment dominated the market in 2024. The combination of increasing adoption, technological advancements, diverse applications, competitive advantage, and consumer demand has propelled the virtual reality (VR) segment.
  • Based on the application segment, the gaming segment dominated the market in 2024. The growth in the segment is attributed to its widespread popularity, technological advancements, diverse content offerings, high levels of engagement, strong community building initiatives, and enhanced cross-platform accessibility.
  • Based on the region, North America dominated the market in 2024, owing to technological advancements, a strong ecosystem, consumer demand, and strategic partnerships by companies in North America.
  • In December 2024, Sony Pictures Entertainment, a subsidiary of Sony Group Corporation, launched Wonderverse, an innovative immersive entertainment destination in Oak Brook, Chicago. This innovative space transports visitors beyond the confines of the screen, immersing them in fantastical realms inspired by beloved films, television series, and video games like Ghostbusters, Jumanji, Uncharted, and Zombieland.

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Immersive Entertainment Market Snapshot
  • 2.2. Immersive Entertainment Market - Segment Snapshot (1/2)
  • 2.3. Immersive Entertainment Market - Segment Snapshot (2/2)
  • 2.4. Immersive Entertainment Market - Competitive Landscape Snapshot

Chapter 3. Immersive Entertainment Market - Industry Outlook

  • 3.1. Market Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Industry Challenges
    • 3.3.4. Industry Opportunities
  • 3.4. Industry Analysis Tools
    • 3.4.1. Porter's five forces analysis
    • 3.4.2. Macroeconomic analysis

Chapter 4. Immersive Entertainment Market: Technology Type Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Immersive Entertainment Market: Technology Type Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Virtual Reality (VR)
    • 4.3.1. Virtual Reality (VR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Augmented Reality (AR)
    • 4.4.1. Augmented Reality (AR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Mixed Reality (MR)
    • 4.5.1. Mixed Reality (MR) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.6. Others
    • 4.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Immersive Entertainment Market: Application Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Immersive Entertainment Market: Application Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Gaming
    • 5.3.1. Gaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Events
    • 5.4.1. Live Events Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Museum and Cultural Experiences
    • 5.5.1. Museum and Cultural Experiences Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Music and Concerts
    • 5.6.1. Music and Concerts Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.7. Sports
    • 5.7.1. Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.8. Arcade Studios
    • 5.8.1. Arcade Studios Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.9. Immersive Theater
    • 5.9.1. Immersive Theater Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.10. Others
    • 5.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Regional Estimates & Trend Analysis

  • 6.1. Immersive Entertainment Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Immersive Entertainment Market Estimates & Forecasts, 2018 - 2030, (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. U.S. Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. U.K.
      • 6.3.2.1. U.K. Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Immersive Entertainment Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Immersive Entertainment Market - Competitive Landscape

  • 7.1. Recent Developments & Impact Analysis, By Key Market Participants
  • 7.2. Company Categorization
  • 7.3. Participant's Overview
  • 7.4. Financial Performance
  • 7.5. Product Benchmarking
  • 7.6. Company Market Positioning
  • 7.7. Company Market Share Analysis, 2024
  • 7.8. Company Heat Map Analysis
  • 7.9. Strategy Mapping
    • 7.9.1. Partnerships
    • 7.9.2. New Product Launches
    • 7.9.3. Merger & Acquisition
    • 7.9.4. Expansion
  • 7.10. Company Profiles
    • 7.10.1. Meta Platforms Inc.
      • 7.10.1.1. Participant's Overview
      • 7.10.1.2. Financial Performance
      • 7.10.1.3. Product Benchmarking
      • 7.10.1.4. Recent Developments
    • 7.10.2. Microsoft Corporation
      • 7.10.2.1. Participant's Overview
      • 7.10.2.2. Financial Performance
      • 7.10.2.3. Product Benchmarking
      • 7.10.2.4. Recent Developments
    • 7.10.3. HTC Corporation
      • 7.10.3.1. Participant's Overview
      • 7.10.3.2. Financial Performance
      • 7.10.3.3. Product Benchmarking
      • 7.10.3.4. Recent Developments
    • 7.10.4. Barco NV
      • 7.10.4.1. Participant's Overview
      • 7.10.4.2. Financial Performance
      • 7.10.4.3. Product Benchmarking
      • 7.10.4.4. Recent Developments
    • 7.10.5. Magic Leap Inc
      • 7.10.5.1. Participant's Overview
      • 7.10.5.2. Financial Performance
      • 7.10.5.3. Product Benchmarking
      • 7.10.5.4. Recent Developments
    • 7.10.6. Samsung Electronics Co., Ltd.
      • 7.10.6.1. Participant's Overview
      • 7.10.6.2. Financial Performance
      • 7.10.6.3. Product Benchmarking
      • 7.10.6.4. Recent Developments
    • 7.10.7. Apple Inc
      • 7.10.7.1. Participant's Overview
      • 7.10.7.2. Financial Performance
      • 7.10.7.3. Product Benchmarking
      • 7.10.7.4. Recent Developments
    • 7.10.8. Sony Group Corporation
      • 7.10.8.1. Participant's Overview
      • 7.10.8.2. Financial Performance
      • 7.10.8.3. Product Benchmarking
      • 7.10.8.4. Recent Developments
    • 7.10.9. Qualcomm Technologies, Inc
      • 7.10.9.1. Participant's Overview
      • 7.10.9.2. Financial Performance
      • 7.10.9.3. Product Benchmarking
      • 7.10.9.4. Recent Developments
    • 7.10.10. Unity Technologies
      • 7.10.10.1. Participant's Overview
      • 7.10.10.2. Financial Performance
      • 7.10.10.3. Product Benchmarking
      • 7.10.10.4. Recent Developments