市場調査レポート
商品コード
1410318

没入型エンターテインメントの世界市場規模、シェア、動向分析レポート:技術別、用途別、地域別展望と予測、2023年~2030年

Global Immersive Entertainment Market Size, Share & Trends Analysis Report By Technology, By Application, By Regional Outlook and Forecast, 2023 - 2030

出版日: | 発行: KBV Research | ページ情報: 英文 242 Pages | 納期: 即納可能 即納可能とは

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=156.65円
没入型エンターテインメントの世界市場規模、シェア、動向分析レポート:技術別、用途別、地域別展望と予測、2023年~2030年
出版日: 2024年01月12日
発行: KBV Research
ページ情報: 英文 242 Pages
納期: 即納可能 即納可能とは
  • 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規模は2030年までに4,195億米ドルに達すると予測され、予測期間中のCAGRは23.1%の市場成長率で上昇する見込みです。

KBV Cardinalのマトリックスに示された分析によると、Apple, Inc.とMicrosoft Corporationが同市場における先駆者です。2022年10月、マイクロソフトは没入型VR体験を提供するため、米国のテクノロジー企業メタと提携しました。この提携には、マイクロソフトのMesh for TeamsとMeta Quest Proデバイスの統合が含まれ、さまざまな人々のコラボレーション強化につながります。Samsung Electronics Co., Ltd.、Meta Platforms, Inc.、Qualcomm Incorporatedなどの企業が、この市場における主要なイノベーターです。

市場成長要因

LBE会場は、自宅にハイエンドのVR機器を持っていない個人にも没入型技術へのアクセスを提供します。これにより視聴者層が広がり、多様な人々に没入型体験を提供できます。さらに、LBE会場は通常、高品質のVRおよびAR機器に投資しており、コンシューマーグレードの機器では達成できないようなプレミアムな没入体験をユーザーに提供しています。LBEのスタッフは、利用者を支援するための訓練を受けていることが多く、スムーズで楽しい体験を保証します。こうした要因から、市場は今後数年で大きく成長すると思われます。

技術の進歩により、より高い解像度、改善された視野、優れた快適性を備えたより高度なVRヘッドセットが登場しています。その結果、ユーザーにとってよりリアルで没入感のある視覚体験が可能になった。インサイド・アウト・トラッキングや改良されたセンサーを含むトラッキング技術の革新は、VRやAR環境におけるモーション・トラッキングの精度と応答性を高め、待ち時間を短縮し、全体的な没入感を向上させる。没入型技術の進歩が続けば、市場はさらに成長すると予想されます。

市場抑制要因

データ漏洩や個人情報の悪用は、没入型技術に対する消費者の信頼を損なう可能性があります。知名度の高い事件は、懐疑的な見方を招き、この形態のエンターテインメントを採用することに消極的になる可能性があります。プライバシーの規制に違反すると、法的な結果を招き、企業の評判を損なう可能性があります。プライバシーに関連する事件からの悪影響は、永続的な影響を及ぼす可能性があります。没入型技術を日常生活に取り入れると、常時監視されることへの懸念が生じ、ユーザーの快適さや没入型体験の採用意欲に影響を与える可能性があります。上記の要因により、今後数年間は市場の成長が妨げられると思われます。

目次

第1章 市場範囲と調査手法

  • 市場の定義
  • 目的
  • 市場範囲
  • セグメンテーション
  • 調査手法

第2章 市場要覧

  • 主なハイライト

第3章 市場概要

  • イントロダクション
    • 概要
      • 市場構成とシナリオ
  • 市場に影響を与える主な要因
    • 市場促進要因
    • 市場抑制要因

第4章 競合分析- 世界

  • KBV Cardinal Matrix
  • 最近の業界全体の戦略的展開
    • パートナーシップ、コラボレーション、および契約
    • 製品の発売と製品の拡大
    • 買収と合併
  • 主要成功戦略
    • 主な戦略
    • 主要な戦略的動き
  • ポーターファイブフォース分析

第5章 世界市場:技術別

  • 世界の仮想現実(VR)市場:地域別
  • 世界の拡張現実(AR)市場:地域別
  • 世界の複合現実(MR)市場:地域別
  • 世界のその他の市場:地域別

第6章 世界市場:用途別

  • 世界のゲーム市場:地域別
  • 世界の音楽&コンサート市場:地域別
  • 世界の没入型シアター市場:地域別
  • 世界のアーケードスタジオ市場:地域別
  • 世界のライブイベント市場:地域別
  • 世界のスポーツ市場:地域別
  • 世界博物館と文化体験市場:地域別
  • 世界のその他の市場:地域別

第7章 世界市場:地域別

  • 北米の市場
    • 北米の市場:技術別
    • 北米の市場:用途別
    • 北米の市場:国別
      • 米国の没入型エンターテインメント市場
      • カナダの没入型エンターテインメント市場
      • メキシコの没入型エンターテインメント市場
      • その他北米の市場
  • 欧州の市場
    • 欧州の市場:技術別
    • 欧州の市場:用途別
    • 欧州の市場:国別
      • ドイツの没入型エンターテインメント市場
      • 英国の没入型エンターテインメント市場
      • フランスの没入型エンターテインメント市場
      • ロシアの没入型エンターテインメント市場
      • スペインの没入型エンターテインメント市場
      • イタリアの没入型エンターテインメント市場
      • その他欧州の市場
  • アジア太平洋の市場
    • アジア太平洋の市場:技術別
    • アジア太平洋の市場:用途別
    • アジア太平洋の市場:国別
      • 中国の没入型エンターテインメント市場
      • 日本の没入型エンターテインメント市場
      • インドの没入型エンターテインメント市場
      • 韓国の没入型エンターテインメント市場
      • シンガポールの没入型エンターテインメント市場
      • マレーシアの没入型エンターテインメント市場
      • その他アジア太平洋の市場
  • ラテンアメリカ・中東・アフリカの市場
    • ラテンアメリカ・中東・アフリカの市場:技術別
    • ラテンアメリカ・中東・アフリカの市場:用途別
    • ラテンアメリカ・中東・アフリカの市場:国別
      • ブラジルの没入型エンターテインメント市場
      • アルゼンチンの没入型エンターテインメント市場
      • UAEの没入型エンターテインメント市場
      • サウジアラビアの没入型エンターテインメント市場
      • 南アフリカの没入型エンターテインメント市場
      • ナイジェリアの没入型エンターテインメント市場
      • その他ラテンアメリカ・中東・アフリカの市場

第8章 企業プロファイル

  • Meta Platforms, Inc(Meta)
  • HTC Corporation
  • Samsung Electronics Co, Ltd.(Samsung Group)
  • Sony Corporation
  • Qualcomm Incorporated(Qualcomm Technologies, Inc)
  • Microsoft Corporation
  • Barco NV
  • Magic Leap, Inc
  • Apple, Inc
  • Unity Software, Inc

第9章 没入型エンターテインメント市場での成功必須条件

図表

LIST OF TABLES

  • TABLE 1 Global Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 2 Global Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 3 Partnerships, Collaborations and Agreements- Immersive Entertainment Market
  • TABLE 4 Product Launches And Product Expansions- Immersive Entertainment Market
  • TABLE 5 Acquisition and Mergers- Immersive Entertainment Market
  • TABLE 6 Global Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 7 Global Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 8 Global Virtual Reality (VR) Market, by Region, 2019 - 2022, USD Million
  • TABLE 9 Global Virtual Reality (VR) Market, by Region, 2023 - 2030, USD Million
  • TABLE 10 Global Augmented Reality (AR) Market, by Region, 2019 - 2022, USD Million
  • TABLE 11 Global Augmented Reality (AR) Market, by Region, 2023 - 2030, USD Million
  • TABLE 12 Global Mixed Reality (MR) Market, by Region, 2019 - 2022, USD Million
  • TABLE 13 Global Mixed Reality (MR) Market, by Region, 2023 - 2030, USD Million
  • TABLE 14 Global Others Market, by Region, 2019 - 2022, USD Million
  • TABLE 15 Global Others Market, by Region, 2023 - 2030, USD Million
  • TABLE 16 Global Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 17 Global Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 18 Global Gaming Market, by Region, 2019 - 2022, USD Million
  • TABLE 19 Global Gaming Market, by Region, 2023 - 2030, USD Million
  • TABLE 20 Global Music & Concerts Market, by Region, 2019 - 2022, USD Million
  • TABLE 21 Global Music & Concerts Market, by Region, 2023 - 2030, USD Million
  • TABLE 22 Global Immersive Theater Market, by Region, 2019 - 2022, USD Million
  • TABLE 23 Global Immersive Theater Market, by Region, 2023 - 2030, USD Million
  • TABLE 24 Global Arcade Studios Market, by Region, 2019 - 2022, USD Million
  • TABLE 25 Global Arcade Studios Market, by Region, 2023 - 2030, USD Million
  • TABLE 26 Global Live Events Market, by Region, 2019 - 2022, USD Million
  • TABLE 27 Global Live Events Market, by Region, 2023 - 2030, USD Million
  • TABLE 28 Global Sports Market, by Region, 2019 - 2022, USD Million
  • TABLE 29 Global Sports Market, by Region, 2023 - 2030, USD Million
  • TABLE 30 Global Museum & Cultural Experiences Market, by Region, 2019 - 2022, USD Million
  • TABLE 31 Global Museum & Cultural Experiences Market, by Region, 2023 - 2030, USD Million
  • TABLE 32 Global Others Market, by Region, 2019 - 2022, USD Million
  • TABLE 33 Global Others Market, by Region, 2023 - 2030, USD Million
  • TABLE 34 Global Immersive Entertainment Market, by Region, 2019 - 2022, USD Million
  • TABLE 35 Global Immersive Entertainment Market, by Region, 2023 - 2030, USD Million
  • TABLE 36 North America Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 37 North America Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 38 North America Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 39 North America Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 40 North America Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 41 North America Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 42 North America Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 43 North America Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 44 North America Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 45 North America Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 46 North America Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 47 North America Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 48 North America Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 49 North America Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 50 North America Gaming Market, by Country, 2019 - 2022, USD Million
  • TABLE 51 North America Gaming Market, by Country, 2023 - 2030, USD Million
  • TABLE 52 North America Music & Concerts Market, by Country, 2019 - 2022, USD Million
  • TABLE 53 North America Music & Concerts Market, by Country, 2023 - 2030, USD Million
  • TABLE 54 North America Immersive Theater Market, by Country, 2019 - 2022, USD Million
  • TABLE 55 North America Immersive Theater Market, by Country, 2023 - 2030, USD Million
  • TABLE 56 North America Arcade Studios Market, by Country, 2019 - 2022, USD Million
  • TABLE 57 North America Arcade Studios Market, by Country, 2023 - 2030, USD Million
  • TABLE 58 North America Live Events Market, by Country, 2019 - 2022, USD Million
  • TABLE 59 North America Live Events Market, by Country, 2023 - 2030, USD Million
  • TABLE 60 North America Sports Market, by Country, 2019 - 2022, USD Million
  • TABLE 61 North America Sports Market, by Country, 2023 - 2030, USD Million
  • TABLE 62 North America Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
  • TABLE 63 North America Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
  • TABLE 64 North America Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 65 North America Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 66 North America Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
  • TABLE 67 North America Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
  • TABLE 68 US Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 69 US Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 70 US Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 71 US Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 72 US Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 73 US Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 74 Canada Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 75 Canada Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 76 Canada Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 77 Canada Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 78 Canada Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 79 Canada Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 80 Mexico Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 81 Mexico Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 82 Mexico Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 83 Mexico Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 84 Mexico Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 85 Mexico Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 86 Rest of North America Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 87 Rest of North America Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 88 Rest of North America Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 89 Rest of North America Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 90 Rest of North America Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 91 Rest of North America Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 92 Europe Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 93 Europe Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 94 Europe Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 95 Europe Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 96 Europe Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 97 Europe Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 98 Europe Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 99 Europe Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 100 Europe Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 101 Europe Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 102 Europe Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 103 Europe Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 104 Europe Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 105 Europe Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 106 Europe Gaming Market, by Country, 2019 - 2022, USD Million
  • TABLE 107 Europe Gaming Market, by Country, 2023 - 2030, USD Million
  • TABLE 108 Europe Music & Concerts Market, by Country, 2019 - 2022, USD Million
  • TABLE 109 Europe Music & Concerts Market, by Country, 2023 - 2030, USD Million
  • TABLE 110 Europe Immersive Theater Market, by Country, 2019 - 2022, USD Million
  • TABLE 111 Europe Immersive Theater Market, by Country, 2023 - 2030, USD Million
  • TABLE 112 Europe Arcade Studios Market, by Country, 2019 - 2022, USD Million
  • TABLE 113 Europe Arcade Studios Market, by Country, 2023 - 2030, USD Million
  • TABLE 114 Europe Live Events Market, by Country, 2019 - 2022, USD Million
  • TABLE 115 Europe Live Events Market, by Country, 2023 - 2030, USD Million
  • TABLE 116 Europe Sports Market, by Country, 2019 - 2022, USD Million
  • TABLE 117 Europe Sports Market, by Country, 2023 - 2030, USD Million
  • TABLE 118 Europe Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
  • TABLE 119 Europe Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
  • TABLE 120 Europe Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 121 Europe Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 122 Europe Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
  • TABLE 123 Europe Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
  • TABLE 124 Germany Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 125 Germany Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 126 Germany Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 127 Germany Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 128 Germany Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 129 Germany Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 130 UK Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 131 UK Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 132 UK Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 133 UK Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 134 UK Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 135 UK Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 136 France Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 137 France Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 138 France Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 139 France Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 140 France Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 141 France Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 142 Russia Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 143 Russia Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 144 Russia Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 145 Russia Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 146 Russia Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 147 Russia Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 148 Spain Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 149 Spain Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 150 Spain Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 151 Spain Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 152 Spain Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 153 Spain Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 154 Italy Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 155 Italy Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 156 Italy Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 157 Italy Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 158 Italy Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 159 Italy Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 160 Rest of Europe Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 161 Rest of Europe Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 162 Rest of Europe Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 163 Rest of Europe Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 164 Rest of Europe Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 165 Rest of Europe Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 166 Asia Pacific Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 167 Asia Pacific Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 168 Asia Pacific Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 169 Asia Pacific Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 170 Asia Pacific Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 171 Asia Pacific Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 172 Asia Pacific Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 173 Asia Pacific Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 174 Asia Pacific Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 175 Asia Pacific Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 176 Asia Pacific Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 177 Asia Pacific Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 178 Asia Pacific Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 179 Asia Pacific Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 180 Asia Pacific Gaming Market, by Country, 2019 - 2022, USD Million
  • TABLE 181 Asia Pacific Gaming Market, by Country, 2023 - 2030, USD Million
  • TABLE 182 Asia Pacific Music & Concerts Market, by Country, 2019 - 2022, USD Million
  • TABLE 183 Asia Pacific Music & Concerts Market, by Country, 2023 - 2030, USD Million
  • TABLE 184 Asia Pacific Immersive Theater Market, by Country, 2019 - 2022, USD Million
  • TABLE 185 Asia Pacific Immersive Theater Market, by Country, 2023 - 2030, USD Million
  • TABLE 186 Asia Pacific Arcade Studios Market, by Country, 2019 - 2022, USD Million
  • TABLE 187 Asia Pacific Arcade Studios Market, by Country, 2023 - 2030, USD Million
  • TABLE 188 Asia Pacific Live Events Market, by Country, 2019 - 2022, USD Million
  • TABLE 189 Asia Pacific Live Events Market, by Country, 2023 - 2030, USD Million
  • TABLE 190 Asia Pacific Sports Market, by Country, 2019 - 2022, USD Million
  • TABLE 191 Asia Pacific Sports Market, by Country, 2023 - 2030, USD Million
  • TABLE 192 Asia Pacific Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
  • TABLE 193 Asia Pacific Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
  • TABLE 194 Asia Pacific Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 195 Asia Pacific Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 196 Asia Pacific Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
  • TABLE 197 Asia Pacific Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
  • TABLE 198 China Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 199 China Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 200 China Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 201 China Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 202 China Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 203 China Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 204 Japan Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 205 Japan Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 206 Japan Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 207 Japan Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 208 Japan Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 209 Japan Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 210 India Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 211 India Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 212 India Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 213 India Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 214 India Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 215 India Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 216 South Korea Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 217 South Korea Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 218 South Korea Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 219 South Korea Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 220 South Korea Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 221 South Korea Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 222 Singapore Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 223 Singapore Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 224 Singapore Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 225 Singapore Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 226 Singapore Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 227 Singapore Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 228 Malaysia Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 229 Malaysia Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 230 Malaysia Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 231 Malaysia Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 232 Malaysia Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 233 Malaysia Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 234 Rest of Asia Pacific Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 235 Rest of Asia Pacific Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 236 Rest of Asia Pacific Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 237 Rest of Asia Pacific Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 238 Rest of Asia Pacific Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 239 Rest of Asia Pacific Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 240 LAMEA Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 241 LAMEA Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 242 LAMEA Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 243 LAMEA Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 244 LAMEA Virtual Reality (VR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 245 LAMEA Virtual Reality (VR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 246 LAMEA Augmented Reality (AR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 247 LAMEA Augmented Reality (AR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 248 LAMEA Mixed Reality (MR) Market, by Country, 2019 - 2022, USD Million
  • TABLE 249 LAMEA Mixed Reality (MR) Market, by Country, 2023 - 2030, USD Million
  • TABLE 250 LAMEA Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 251 LAMEA Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 252 LAMEA Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 253 LAMEA Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 254 LAMEA Gaming Market, by Country, 2019 - 2022, USD Million
  • TABLE 255 LAMEA Gaming Market, by Country, 2023 - 2030, USD Million
  • TABLE 256 LAMEA Music & Concerts Market, by Country, 2019 - 2022, USD Million
  • TABLE 257 LAMEA Music & Concerts Market, by Country, 2023 - 2030, USD Million
  • TABLE 258 LAMEA Immersive Theater Market, by Country, 2019 - 2022, USD Million
  • TABLE 259 LAMEA Immersive Theater Market, by Country, 2023 - 2030, USD Million
  • TABLE 260 LAMEA Arcade Studios Market, by Country, 2019 - 2022, USD Million
  • TABLE 261 LAMEA Arcade Studios Market, by Country, 2023 - 2030, USD Million
  • TABLE 262 LAMEA Live Events Market, by Country, 2019 - 2022, USD Million
  • TABLE 263 LAMEA Live Events Market, by Country, 2023 - 2030, USD Million
  • TABLE 264 LAMEA Sports Market, by Country, 2019 - 2022, USD Million
  • TABLE 265 LAMEA Sports Market, by Country, 2023 - 2030, USD Million
  • TABLE 266 LAMEA Museum & Cultural Experiences Market, by Country, 2019 - 2022, USD Million
  • TABLE 267 LAMEA Museum & Cultural Experiences Market, by Country, 2023 - 2030, USD Million
  • TABLE 268 LAMEA Others Market, by Country, 2019 - 2022, USD Million
  • TABLE 269 LAMEA Others Market, by Country, 2023 - 2030, USD Million
  • TABLE 270 LAMEA Immersive Entertainment Market, by Country, 2019 - 2022, USD Million
  • TABLE 271 LAMEA Immersive Entertainment Market, by Country, 2023 - 2030, USD Million
  • TABLE 272 Brazil Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 273 Brazil Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 274 Brazil Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 275 Brazil Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 276 Brazil Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 277 Brazil Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 278 Argentina Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 279 Argentina Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 280 Argentina Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 281 Argentina Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 282 Argentina Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 283 Argentina Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 284 UAE Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 285 UAE Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 286 UAE Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 287 UAE Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 288 UAE Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 289 UAE Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 290 Saudi Arabia Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 291 Saudi Arabia Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 292 Saudi Arabia Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 293 Saudi Arabia Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 294 Saudi Arabia Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 295 Saudi Arabia Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 296 South Africa Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 297 South Africa Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 298 South Africa Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 299 South Africa Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 300 South Africa Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 301 South Africa Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 302 Nigeria Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 303 Nigeria Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 304 Nigeria Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 305 Nigeria Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 306 Nigeria Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 307 Nigeria Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 308 Rest of LAMEA Immersive Entertainment Market, 2019 - 2022, USD Million
  • TABLE 309 Rest of LAMEA Immersive Entertainment Market, 2023 - 2030, USD Million
  • TABLE 310 Rest of LAMEA Immersive Entertainment Market, by Technology, 2019 - 2022, USD Million
  • TABLE 311 Rest of LAMEA Immersive Entertainment Market, by Technology, 2023 - 2030, USD Million
  • TABLE 312 Rest of LAMEA Immersive Entertainment Market, by Application, 2019 - 2022, USD Million
  • TABLE 313 Rest of LAMEA Immersive Entertainment Market, by Application, 2023 - 2030, USD Million
  • TABLE 314 Key Information - Meta Platforms, Inc.
  • TABLE 315 Key Information - HTC Corporation
  • TABLE 316 Key Information - Samsung Electronics Co., Ltd.
  • TABLE 317 Key Information - Sony Corporation
  • TABLE 318 Key Information - Qualcomm Incorporated
  • TABLE 319 Key Information - Microsoft Corporation
  • TABLE 320 Key Information - Barco NV
  • TABLE 321 Key Information - Magic Leap, Inc.
  • TABLE 322 Key Information - Apple, Inc.
  • TABLE 323 Key Information - Unity Software, Inc.
目次

The Global Immersive Entertainment Market size is expected to reach $419.5 billion by 2030, rising at a market growth of 23.1% CAGR during the forecast period.

The integration of cutting-edge audio technologies and spatial sound design has enhanced the immersive nature of live music experiences, replicating the atmosphere of traditional concerts. Consequently, the music & concerts segment would acquire nearly 10% of the total market share by 2030. The global reach afforded by virtual concerts has broadened the artist's audience, transcending geographical boundaries. Moreover, the COVID-19 pandemic has accelerated the adoption of virtual and hybrid concert formats, prompting consumer behavior toward digital alternatives.

The major strategies followed by the market participants are Partnerships as the key developmental strategy to keep pace with the changing demands of end users. For instance, in December, 2023, Meta Platforms, Inc. partnered with Telefonica, a telecommunications company, to promote mixed reality among elderly people. The partnership reinforces Meta's goal to provide everyone with the benefit of immersive technologies. Moreover, in December, 2023, Samsung Electronics Co., Ltd. announced a partnership with Netflix, an American streaming media company. Under the partnership, Samsung Electronics would provide immersive live streaming of Netflix's "Squid Game: The Trials".

Based on the Analysis presented in the KBV Cardinal matrix; Apple, Inc. and Microsoft Corporation are the forerunners in the Market. In October, 2022, Microsoft Corporation came into partnership with Meta, an American technology company, to provide immersive VR experiences. The partnership involves the integration of Microsoft's Mesh for Teams with Meta Quest Pro devices and would lead to enhanced collaboration between different people. Companies such as Samsung Electronics Co., Ltd., Meta Platforms, Inc. and Qualcomm Incorporated are some of the key innovators in the Market.

Market Growth Factors

LBE venues provide access to immersive technologies for individuals who may not have high-end VR equipment at home. This widens the audience base and introduces immersive experiences to diverse people. Additionally, LBE venues typically invest in high-quality VR and AR equipment, providing users with a premium immersive experience that may surpass what is achievable with consumer-grade devices. LBE staff members are often trained to assist users, ensuring a smooth and enjoyable experience. Due to these factors, the market will grow significantly in the coming years.

Technological advancements have led to more advanced VR headsets with higher resolutions, improved field of view, and better comfort. This results in a more realistic and immersive visual experience for users. Innovations in tracking technologies, including inside-out tracking and improved sensors, enhance the accuracy and responsiveness of motion tracking in VR and AR environments, reducing latency and improving overall immersion. As advancements in immersive technologies continue, the market is expected to grow further.

Market Restraining Factors

Instances of data breaches or misuse of personal information can erode consumer trust in immersive technologies. High-profile incidents can lead to skepticism and reluctance to adopt this form of entertainment. Violating privacy regulations can lead to legal consequences and damage a company's reputation. The negative fallout from privacy-related incidents can have lasting effects. Integrating immersive technologies in everyday life may lead to concerns about constant surveillance, impacting user comfort and the willingness to adopt immersive experiences. Due to the above factors, market growth will be hampered in the coming years.

By Technology Analysis

On the basis of technology, the market is segmented into virtual reality (VR), augmented reality (AR), mixed reality (MR), and others. The mixed reality (MR) segment acquired a substantial revenue share in the market in 2022. This expansion is driven by technological advances and an increasing need for seamlessly integrated virtual and real-world experiences. It enables realistic and interactive training environments where users can practice aptitudes and procedures in a risk-free virtual setting. Moreover, the capacity of MR to overlay digital content onto the physical world, complemented by interactive elements, has given rise to engaging and dynamic entertainment scenarios, fueling segment growth.

By Application Analysis

Based on application, the market is fragmented into gaming, live events, museum & cultural experiences, music & concerts, sports, arcade studios, immersive theatre, and others. The arcade studios segment recorded a remarkable revenue share in the market in 2022. Arcades can leverage immersive technologies for innovative marketing campaigns, attracting new customers and engaging existing patrons with unique and memorable experiences. The integration of immersive technologies in arcades allows operators to create loyalty programs, rewarding frequent visitors with exclusive access to new experiences or discounts.

By Regional Analysis

Region-wise, the market is analysed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the North America region witnessed the largest revenue share in the market. The region's well-established entertainment industry, including Hollywood and the gaming sector, has played a pivotal role in driving consumer awareness and adoption of immersive experiences. Additionally, the prevalence of high disposable incomes in North America has facilitated the widespread adoption of this form of entertainment, including virtual reality gaming, concerts, and experiential events.

Recent Strategies Deployed in the Market

  • Nov-2023: Samsung Electronics Co., Ltd. came into partnership with Signify, a lighting technology company, to integrate the Philips Hue Sync TV app with its TV lineup. The partnership would provide an enhanced immersive experience to home theater users.
  • Aug-2022: Barco NV entered a partnership with Igloo Vision, an immersive spaces creator, to provide enhanced VR experiences to customers. The partnership reinforces the company's aim for innovating and enhancing immersive visualization.
  • Apr-2022: Meta Platforms, Inc. signed a partnership with Unity, a video game software development company, to provide immersive learning experiences using XR. The partnership would lead to new opportunities for learners.
  • Jun-2023: Apple, Inc. announced the launch of Apple Vision Pro, a spatial computer that smoothly integrates digital content with the physical world. The Vision Pro makes a three-dimensional user interface that can be controlled by eyes, hands, and voice. It features a vision spatial operating system to deliver a seamless interaction experience.
  • May-2023: Microsoft Corporation released the Immersive spaces feature for its Mesh platform. The new feature would allow users to gain a realistic feel while interacting with each other within the platform.

List of Key Companies Profiled

  • Meta Platforms, Inc. (Meta)
  • Microsoft Corporation
  • HTC Corporation
  • Barco NV
  • Magic Leap, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Apple, Inc.
  • Sony Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Unity Software, Inc.

Global Immersive Entertainment Market Report Segmentation

By Technology

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • Others

By Application

  • Gaming
  • Music & Concerts
  • Immersive Theater
  • Arcade Studios
  • Live Events
  • Sports
  • Museum & Cultural Experiences
  • Others

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Immersive Entertainment Market, by Technology
    • 1.4.2 Global Immersive Entertainment Market, by Application
    • 1.4.3 Global Immersive Entertainment Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints

Chapter 4. Competition Analysis - Global

  • 4.1 KBV Cardinal Matrix
  • 4.2 Recent Industry Wide Strategic Developments
    • 4.2.1 Partnerships, Collaborations and Agreements
    • 4.2.2 Product Launches and Product Expansions
    • 4.2.3 Acquisition and Mergers
  • 4.3 Top Winning Strategies
    • 4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
    • 4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2019, May - 2023, Dec) Leading Players
  • 4.4 Porter Five Forces Analysis

Chapter 5. Global Immersive Entertainment Market, by Technology

  • 5.1 Global Virtual Reality (VR) Market, by Region
  • 5.2 Global Augmented Reality (AR) Market, by Region
  • 5.3 Global Mixed Reality (MR) Market, by Region
  • 5.4 Global Others Market, by Region

Chapter 6. Global Immersive Entertainment Market, by Application

  • 6.1 Global Gaming Market, by Region
  • 6.2 Global Music & Concerts Market, by Region
  • 6.3 Global Immersive Theater Market, by Region
  • 6.4 Global Arcade Studios Market, by Region
  • 6.5 Global Live Events Market, by Region
  • 6.6 Global Sports Market, by Region
  • 6.7 Global Museum & Cultural Experiences Market, by Region
  • 6.8 Global Others Market, by Region

Chapter 7. Global Immersive Entertainment Market, by Region

  • 7.1 North America Immersive Entertainment Market
    • 7.1.1 North America Immersive Entertainment Market, by Technology
      • 7.1.1.1 North America Virtual Reality (VR) Market, by Country
      • 7.1.1.2 North America Augmented Reality (AR) Market, by Country
      • 7.1.1.3 North America Mixed Reality (MR) Market, by Country
      • 7.1.1.4 North America Others Market, by Country
    • 7.1.2 North America Immersive Entertainment Market, by Application
      • 7.1.2.1 North America Gaming Market, by Country
      • 7.1.2.2 North America Music & Concerts Market, by Country
      • 7.1.2.3 North America Immersive Theater Market, by Country
      • 7.1.2.4 North America Arcade Studios Market, by Country
      • 7.1.2.5 North America Live Events Market, by Country
      • 7.1.2.6 North America Sports Market, by Country
      • 7.1.2.7 North America Museum & Cultural Experiences Market, by Country
      • 7.1.2.8 North America Others Market, by Country
    • 7.1.3 North America Immersive Entertainment Market, by Country
      • 7.1.3.1 US Immersive Entertainment Market
        • 7.1.3.1.1 US Immersive Entertainment Market, by Technology
        • 7.1.3.1.2 US Immersive Entertainment Market, by Application
      • 7.1.3.2 Canada Immersive Entertainment Market
        • 7.1.3.2.1 Canada Immersive Entertainment Market, by Technology
        • 7.1.3.2.2 Canada Immersive Entertainment Market, by Application
      • 7.1.3.3 Mexico Immersive Entertainment Market
        • 7.1.3.3.1 Mexico Immersive Entertainment Market, by Technology
        • 7.1.3.3.2 Mexico Immersive Entertainment Market, by Application
      • 7.1.3.4 Rest of North America Immersive Entertainment Market
        • 7.1.3.4.1 Rest of North America Immersive Entertainment Market, by Technology
        • 7.1.3.4.2 Rest of North America Immersive Entertainment Market, by Application
  • 7.2 Europe Immersive Entertainment Market
    • 7.2.1 Europe Immersive Entertainment Market, by Technology
      • 7.2.1.1 Europe Virtual Reality (VR) Market, by Country
      • 7.2.1.2 Europe Augmented Reality (AR) Market, by Country
      • 7.2.1.3 Europe Mixed Reality (MR) Market, by Country
      • 7.2.1.4 Europe Others Market, by Country
    • 7.2.2 Europe Immersive Entertainment Market, by Application
      • 7.2.2.1 Europe Gaming Market, by Country
      • 7.2.2.2 Europe Music & Concerts Market, by Country
      • 7.2.2.3 Europe Immersive Theater Market, by Country
      • 7.2.2.4 Europe Arcade Studios Market, by Country
      • 7.2.2.5 Europe Live Events Market, by Country
      • 7.2.2.6 Europe Sports Market, by Country
      • 7.2.2.7 Europe Museum & Cultural Experiences Market, by Country
      • 7.2.2.8 Europe Others Market, by Country
    • 7.2.3 Europe Immersive Entertainment Market, by Country
      • 7.2.3.1 Germany Immersive Entertainment Market
        • 7.2.3.1.1 Germany Immersive Entertainment Market, by Technology
        • 7.2.3.1.2 Germany Immersive Entertainment Market, by Application
      • 7.2.3.2 UK Immersive Entertainment Market
        • 7.2.3.2.1 UK Immersive Entertainment Market, by Technology
        • 7.2.3.2.2 UK Immersive Entertainment Market, by Application
      • 7.2.3.3 France Immersive Entertainment Market
        • 7.2.3.3.1 France Immersive Entertainment Market, by Technology
        • 7.2.3.3.2 France Immersive Entertainment Market, by Application
      • 7.2.3.4 Russia Immersive Entertainment Market
        • 7.2.3.4.1 Russia Immersive Entertainment Market, by Technology
        • 7.2.3.4.2 Russia Immersive Entertainment Market, by Application
      • 7.2.3.5 Spain Immersive Entertainment Market
        • 7.2.3.5.1 Spain Immersive Entertainment Market, by Technology
        • 7.2.3.5.2 Spain Immersive Entertainment Market, by Application
      • 7.2.3.6 Italy Immersive Entertainment Market
        • 7.2.3.6.1 Italy Immersive Entertainment Market, by Technology
        • 7.2.3.6.2 Italy Immersive Entertainment Market, by Application
      • 7.2.3.7 Rest of Europe Immersive Entertainment Market
        • 7.2.3.7.1 Rest of Europe Immersive Entertainment Market, by Technology
        • 7.2.3.7.2 Rest of Europe Immersive Entertainment Market, by Application
  • 7.3 Asia Pacific Immersive Entertainment Market
    • 7.3.1 Asia Pacific Immersive Entertainment Market, by Technology
      • 7.3.1.1 Asia Pacific Virtual Reality (VR) Market, by Country
      • 7.3.1.2 Asia Pacific Augmented Reality (AR) Market, by Country
      • 7.3.1.3 Asia Pacific Mixed Reality (MR) Market, by Country
      • 7.3.1.4 Asia Pacific Others Market, by Country
    • 7.3.2 Asia Pacific Immersive Entertainment Market, by Application
      • 7.3.2.1 Asia Pacific Gaming Market, by Country
      • 7.3.2.2 Asia Pacific Music & Concerts Market, by Country
      • 7.3.2.3 Asia Pacific Immersive Theater Market, by Country
      • 7.3.2.4 Asia Pacific Arcade Studios Market, by Country
      • 7.3.2.5 Asia Pacific Live Events Market, by Country
      • 7.3.2.6 Asia Pacific Sports Market, by Country
      • 7.3.2.7 Asia Pacific Museum & Cultural Experiences Market, by Country
      • 7.3.2.8 Asia Pacific Others Market, by Country
    • 7.3.3 Asia Pacific Immersive Entertainment Market, by Country
      • 7.3.3.1 China Immersive Entertainment Market
        • 7.3.3.1.1 China Immersive Entertainment Market, by Technology
        • 7.3.3.1.2 China Immersive Entertainment Market, by Application
      • 7.3.3.2 Japan Immersive Entertainment Market
        • 7.3.3.2.1 Japan Immersive Entertainment Market, by Technology
        • 7.3.3.2.2 Japan Immersive Entertainment Market, by Application
      • 7.3.3.3 India Immersive Entertainment Market
        • 7.3.3.3.1 India Immersive Entertainment Market, by Technology
        • 7.3.3.3.2 India Immersive Entertainment Market, by Application
      • 7.3.3.4 South Korea Immersive Entertainment Market
        • 7.3.3.4.1 South Korea Immersive Entertainment Market, by Technology
        • 7.3.3.4.2 South Korea Immersive Entertainment Market, by Application
      • 7.3.3.5 Singapore Immersive Entertainment Market
        • 7.3.3.5.1 Singapore Immersive Entertainment Market, by Technology
        • 7.3.3.5.2 Singapore Immersive Entertainment Market, by Application
      • 7.3.3.6 Malaysia Immersive Entertainment Market
        • 7.3.3.6.1 Malaysia Immersive Entertainment Market, by Technology
        • 7.3.3.6.2 Malaysia Immersive Entertainment Market, by Application
      • 7.3.3.7 Rest of Asia Pacific Immersive Entertainment Market
        • 7.3.3.7.1 Rest of Asia Pacific Immersive Entertainment Market, by Technology
        • 7.3.3.7.2 Rest of Asia Pacific Immersive Entertainment Market, by Application
  • 7.4 LAMEA Immersive Entertainment Market
    • 7.4.1 LAMEA Immersive Entertainment Market, by Technology
      • 7.4.1.1 LAMEA Virtual Reality (VR) Market, by Country
      • 7.4.1.2 LAMEA Augmented Reality (AR) Market, by Country
      • 7.4.1.3 LAMEA Mixed Reality (MR) Market, by Country
      • 7.4.1.4 LAMEA Others Market, by Country
    • 7.4.2 LAMEA Immersive Entertainment Market, by Application
      • 7.4.2.1 LAMEA Gaming Market, by Country
      • 7.4.2.2 LAMEA Music & Concerts Market, by Country
      • 7.4.2.3 LAMEA Immersive Theater Market, by Country
      • 7.4.2.4 LAMEA Arcade Studios Market, by Country
      • 7.4.2.5 LAMEA Live Events Market, by Country
      • 7.4.2.6 LAMEA Sports Market, by Country
      • 7.4.2.7 LAMEA Museum & Cultural Experiences Market, by Country
      • 7.4.2.8 LAMEA Others Market, by Country
    • 7.4.3 LAMEA Immersive Entertainment Market, by Country
      • 7.4.3.1 Brazil Immersive Entertainment Market
        • 7.4.3.1.1 Brazil Immersive Entertainment Market, by Technology
        • 7.4.3.1.2 Brazil Immersive Entertainment Market, by Application
      • 7.4.3.2 Argentina Immersive Entertainment Market
        • 7.4.3.2.1 Argentina Immersive Entertainment Market, by Technology
        • 7.4.3.2.2 Argentina Immersive Entertainment Market, by Application
      • 7.4.3.3 UAE Immersive Entertainment Market
        • 7.4.3.3.1 UAE Immersive Entertainment Market, by Technology
        • 7.4.3.3.2 UAE Immersive Entertainment Market, by Application
      • 7.4.3.4 Saudi Arabia Immersive Entertainment Market
        • 7.4.3.4.1 Saudi Arabia Immersive Entertainment Market, by Technology
        • 7.4.3.4.2 Saudi Arabia Immersive Entertainment Market, by Application
      • 7.4.3.5 South Africa Immersive Entertainment Market
        • 7.4.3.5.1 South Africa Immersive Entertainment Market, by Technology
        • 7.4.3.5.2 South Africa Immersive Entertainment Market, by Application
      • 7.4.3.6 Nigeria Immersive Entertainment Market
        • 7.4.3.6.1 Nigeria Immersive Entertainment Market, by Technology
        • 7.4.3.6.2 Nigeria Immersive Entertainment Market, by Application
      • 7.4.3.7 Rest of LAMEA Immersive Entertainment Market
        • 7.4.3.7.1 Rest of LAMEA Immersive Entertainment Market, by Technology
        • 7.4.3.7.2 Rest of LAMEA Immersive Entertainment Market, by Application

Chapter 8. Company Profiles

  • 8.1 Meta Platforms, Inc. (Meta)
    • 8.1.1 Company Overview
    • 8.1.2 Financial Analysis
    • 8.1.3 Segment and Regional Analysis
    • 8.1.4 Research & Development Expense
    • 8.1.5 Recent strategies and developments:
      • 8.1.5.1 Partnerships, Collaborations, and Agreements:
      • 8.1.5.2 Product Launches and Product Expansions:
    • 8.1.6 SWOT Analysis
  • 8.2 HTC Corporation
    • 8.2.1 Company Overview
    • 8.2.2 Financial Analysis
    • 8.2.3 Regional Analysis
    • 8.2.4 Research & Development Expense
    • 8.2.5 Recent strategies and developments:
      • 8.2.5.1 Product Launches and Product Expansions:
    • 8.2.6 SWOT Analysis
  • 8.3 Samsung Electronics Co., Ltd. (Samsung Group)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Analysis
    • 8.3.3 Segmental and Regional Analysis
    • 8.3.4 Recent strategies and developments:
      • 8.3.4.1 Partnerships, Collaborations, and Agreements:
    • 8.3.5 SWOT Analysis
  • 8.4 Sony Corporation
    • 8.4.1 Company Overview
    • 8.4.2 Financial Analysis
    • 8.4.3 Segmental and Regional Analysis
    • 8.4.4 Research & Development Expenses
    • 8.4.5 Recent strategies and developments:
      • 8.4.5.1 Product Launches and Product Expansions:
    • 8.4.6 SWOT Analysis
  • 8.5 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
    • 8.5.1 Company Overview
    • 8.5.2 Financial Analysis
    • 8.5.3 Segmental and Regional Analysis
    • 8.5.4 Research & Development Expense
    • 8.5.5 Recent strategies and developments:
      • 8.5.5.1 Product Launches and Product Expansions:
    • 8.5.6 SWOT Analysis
  • 8.6 Microsoft Corporation
    • 8.6.1 Company Overview
    • 8.6.2 Financial Analysis
    • 8.6.3 Segmental and Regional Analysis
    • 8.6.4 Research & Development Expenses
    • 8.6.5 Recent strategies and developments:
      • 8.6.5.1 Partnerships, Collaborations, and Agreements:
      • 8.6.5.2 Product Launches and Product Expansions:
      • 8.6.5.3 Acquisition and Mergers:
    • 8.6.6 SWOT Analysis
  • 8.7 Barco NV
    • 8.7.1 Company Overview
    • 8.7.2 Financial Analysis
    • 8.7.3 Segmental and Regional Analysis
    • 8.7.4 Research & Development Expense
    • 8.7.5 Recent strategies and developments:
      • 8.7.5.1 Partnerships, Collaborations, and Agreements:
  • 8.8 Magic Leap, Inc.
    • 8.8.1 Company Overview
    • 8.8.2 Recent strategies and developments:
      • 8.8.2.1 Product Launches and Product Expansions:
    • 8.8.3 SWOT Analysis
  • 8.9 Apple, Inc.
    • 8.9.1 Company Overview
    • 8.9.2 Financial Analysis
    • 8.9.3 Regional Analysis
    • 8.9.4 Research & Development Expense
    • 8.9.5 Recent strategies and developments:
      • 8.9.5.1 Product Launches and Product Expansions:
    • 8.9.6 SWOT Analysis
  • 8.10. Unity Software, Inc.
    • 8.10.1 Company Overview
    • 8.10.2 Financial Analysis
    • 8.10.3 Regional Analysis
    • 8.10.4 Research & Development Expenses
    • 8.10.5 Recent strategies and developments:
      • 8.10.5.1 Partnerships, Collaborations, and Agreements:

Chapter 9. Winning Imperatives for Immersive Entertainment Market