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ゲーム産業における没入型技術の世界市場レポート2025年

Immersive Technology In Gaming Industry Global Market Report 2025


出版日
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英文 175 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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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=148.47円
ゲーム産業における没入型技術の世界市場レポート2025年
出版日: 2025年07月07日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

ゲーム産業における没入型技術市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年にはCAGR29.4%で515億5,000万米ドルに成長します。予測期間の成長は、没入型ゲーム新興企業への投資拡大、没入型ゲームの採用拡大、全身触覚スーツの需要拡大、モーショントラッキングウェアラブルへの投資拡大、ハイブリッド化の傾向の高まりに起因すると考えられます。予測期間中に予想される主な動向には、クラウドゲーミングの統合、AIを活用したゲームのパーソナライゼーション、触覚フィードバックの強化、レイトレーシングに対応した写実的なグラフィックス、ブレイン・コンピュータ・インターフェイスの開発、5G対応のマルチプレイヤーゲーム体験などがあります。

5Gネットワークの展開の拡大が、今後数年間のゲーム産業における没入型技術市場を牽引すると予想されます。最新世代のモバイル接続として、5Gネットワークは高速データ伝送、超低遅延、大容量を提供し、没入型ゲームやモノのインターネットなどの先進技術をサポートします。リアルタイムのデジタル・アプリケーションをサポートするための高速・低遅延接続に対する需要の高まりが、5Gネットワークの拡大に寄与しています。これらのネットワークは、高速なデータ転送と最小限の遅延によってリアルタイムのインタラクションを可能にすることで、没入型のゲーム体験を向上させます。これにより、スムーズなマルチプレイヤーゲームプレイやクラウドベースのXRストリーミングが容易になり、応答性と没入感が大幅に向上します。例えば、2025年3月、フィンランドに本社を置く通信会社ノキア社は、インドの5G契約数が2024年に2億9,000万件に達し、2028年には2.65倍の7億7,000万件に成長すると予測していると報告しました。その結果、5Gネットワークの拡大はゲーム産業における没入型技術市場を押し上げる重要な要因となっています。

ゲーム産業における没入型技術の主要企業は、臨場感あふれるデジタル体験を提供するために、バーチャルリアリティゲームなどの革新的ソリューションの開発を優先しています。バーチャルリアリティゲームは、VRヘッドセットとモーションセンサーを使用して、インタラクティブな3D環境にプレイヤーを没入させる。例えば、米国を拠点とするテクノロジー企業のソニー・インタラクティブエンタテインメントは2023年2月、プレイステーション5向けに設計された次世代バーチャルリアリティヘッドセット、プレイステーションVR2を発表しました。これは、4K HDR有機ELディスプレイ、アイトラッキング、ヘッドセット振動、3Dオーディオ、触覚フィードバックとアダプティブトリガーを含むPlayStation VR2 Senseコントローラーなどの機能により、深い没入感のあるゲーム体験を提供します。このデバイスは110度の広い視野を提供し、外部カメラを使用しないインサイド・アウト・トラッキングを採用し、セットアップが簡単な1本のケーブルで接続します。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場:金利、インフレ、地政学、貿易戦争と関税、そしてコロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のゲーム産業における没入型技術:PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のゲーム産業における没入型技術市場:成長率分析
  • 世界のゲーム産業における没入型技術市場の実績:規模と成長, 2019-2024
  • 世界のゲーム産業における没入型技術市場の予測:規模と成長, 2024-2029, 2034F
  • 世界のゲーム産業における没入型技術:総潜在市場規模(TAM)

第6章 市場セグメンテーション

  • 世界のゲーム産業における没入型技術市場:コンポーネント別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ハードウェア
  • ソフトウェアまたはプラットフォーム
  • サービス
  • 世界のゲーム産業における没入型技術市場:技術別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 複合現実
  • バーチャルリアリティ
  • 拡張現実
  • 360度フィルム
  • 世界のゲーム産業における没入型技術市場:用途別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • トレーニングと学習
  • 緊急サービス
  • 製品開発
  • セールスとマーケティング
  • 世界のゲーム産業における没入型技術市場、ハードウェアの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • バーチャルリアリティヘッドセット
  • 拡張現実メガネ
  • モーションコントローラー
  • ハプティックスーツ
  • ゲーム機
  • 追跡センサー
  • 世界のゲーム産業における没入型技術市場ソフトウェアまたはプラットフォームの種類別のサブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲームエンジン
  • 拡張現実(XR)開発プラットフォーム
  • シミュレーションソフトウェア
  • コンテンツ管理システム
  • 世界のゲーム産業における没入型技術市場、サービスの種類別サブセグメンテーション、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 統合と展開
  • サポートとメンテナンス
  • コンサルティングサービス

第7章 地域別・国別分析

  • 世界のゲーム産業における没入型技術市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のゲーム産業における没入型技術市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲーム産業における没入型技術市場:競合情勢
  • ゲーム産業における没入型技術市場:企業プロファイル
    • Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Sony Interactive Entertainment LLC Overview, Products and Services, Strategy and Financial Analysis
    • NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Electronic Arts Inc.
  • Unity Technologies Inc.
  • Epic Games Inc.
  • Xreal Inc.
  • nDreams Ltd.
  • Survios Inc.
  • Ready At Dawn Studios LLC
  • Schell Games LLC
  • Fast Travel Games AB
  • Cloudhead Games Ltd.
  • Polyarc Inc.
  • Resolution Games AB
  • Valve Corporation
  • Vertigo Games B.V.
  • HTC Corporation

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲーム産業における没入型技術市場2029:新たな機会を提供する国
  • ゲーム産業における没入型技術市場2029:新たな機会を提供するセグメント
  • ゲーム産業における没入型技術市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r36270

Immersive technology in the gaming sector involves advanced digital tools like virtual reality (VR), augmented reality (AR), and mixed reality (MR) that create highly engaging and interactive gaming experiences. These technologies replicate real or imagined environments to enhance the sensory engagement of players. The primary goal is to boost player involvement by making the gameplay more lifelike, interactive, and emotionally immersive.

The primary elements of immersive technology in gaming include hardware, software or platforms, and services. Hardware refers to the physical equipment that allows users to access and interact with virtual environments. The main technologies supporting immersive gaming-mixed reality, virtual reality, augmented reality, and 360-degree film-are used across multiple industries, such as education and training, emergency response, product design, and marketing and sales.

The immersive technology in gaming industry market research report is one of a series of new reports from The Business Research Company that provides immersive technology in gaming industry market statistics, including immersive technology in gaming industry industry global market size, regional shares, competitors with a immersive technology in gaming industry market share, detailed immersive technology in gaming industry market segments, market trends and opportunities, and any further data you may need to thrive in the immersive technology in gaming industry industry. This immersive technology in gaming industry market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The immersive technology in gaming industry market size has grown exponentially in recent years. It will grow from $14.16 billion in 2024 to $18.37 billion in 2025 at a compound annual growth rate (CAGR) of 29.7%. The growth during the historical period can be credited to the rising popularity of full-body motion tracking, the expansion of cloud gaming, the surge in immersive gaming content, the emergence of smart glasses tailored for immersive gameplay, and the increased use of digital avatars.

The immersive technology in gaming industry market size is expected to see exponential growth in the next few years. It will grow to $51.55 billion in 2029 at a compound annual growth rate (CAGR) of 29.4%. Projected growth in the forecast period can be attributed to greater investment in immersive gaming startups, increased adoption of immersive games, growing demand for full-body haptic suits, heightened investment in motion-tracking wearables, and the rising trend of hybridization. Key trends anticipated during the forecast period include the integration of cloud gaming, AI-powered game personalization, enhanced haptic feedback, photorealistic graphics supported by ray tracing, the development of brain-computer interfaces, and 5G-enabled multiplayer gaming experiences.

The growing deployment of 5G networks is anticipated to drive the immersive technology in gaming industry market in the coming years. As the latest generation of mobile connectivity, 5G networks offer high-speed data transmission, ultra-low latency, and greater capacity to support advanced technologies like immersive gaming and the Internet of Things. The increasing demand for high-speed, low-latency connections to support real-time digital applications is contributing to the expansion of 5G networks. These networks enhance immersive gaming experiences by enabling real-time interactions through fast data transfers and minimal latency. This facilitates smooth multiplayer gameplay and cloud-based XR streaming, greatly improving responsiveness and immersion. For example, in March 2025, Nokia Corporation, a Finland-based telecommunications company, reported that India's 5G subscriptions reached 290 million in 2024 and are projected to grow 2.65 times to 770 million by 2028. As a result, the expansion of 5G networks is a key factor boosting the immersive technology in gaming industry market.

Leading companies in the immersive technology in gaming industry are prioritizing the development of innovative solutions such as virtual reality games to offer lifelike digital experiences. Virtual reality games immerse players in interactive 3D environments using VR headsets and motion sensors. For instance, in February 2023, Sony Interactive Entertainment, a US-based technology company, introduced PlayStation VR2, a next-generation virtual reality headset designed for the PlayStation 5 console. It delivers a deeply immersive gaming experience with features such as a 4K HDR OLED display, eye tracking, headset vibration, 3D audio, and PlayStation VR2 Sense controllers that include haptic feedback and adaptive triggers. The device offers a wide 110-degree field of view, uses inside-out tracking without external cameras, and connects via a single cable for ease of setup.

In February 2025, Harlan Capital Partners, a US-based investment firm, acquired Immersive Gamebox for an undisclosed sum. This acquisition aims to rejuvenate the company's operations by offering strategic direction, financial support, and operational expertise to accelerate its global expansion and improve its lineup of immersive gaming offerings. Immersive Gamebox is a UK-based digital entertainment company that creates group gaming experiences using immersive technology.

Major players in the immersive technology in gaming industry market are Apple Inc., Microsoft Corporation, Sony Interactive Entertainment LLC, NetEase Inc., Nintendo Co. Ltd., Electronic Arts Inc., Unity Technologies Inc., Epic Games Inc., Xreal Inc., nDreams Ltd., Survios Inc., Ready At Dawn Studios LLC, Schell Games LLC, Fast Travel Games AB, Cloudhead Games Ltd., Polyarc Inc., Resolution Games AB, Valve Corporation, Vertigo Games B.V., HTC Corporation, Kiksar VR, and YORD Studio s.r.o.

North America was the largest region in the immersive technology in gaming industry market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in immersive technology in gaming industry report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the immersive technology in gaming industry market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The immersive technology in gaming industry market consists of revenues earned by entities by providing services such as 3D environment design, motion tracking solutions, haptic feedback systems, immersive audio engineering, and cloud-based extended reality (XR) content delivery. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive technology in gaming industry market also includes sales of motion-sensing controllers, haptic feedback equipment, immersive gaming chairs, 3D spatial audio systems, and extended reality (XR)-compatible gaming consoles and accessories. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Immersive Technology In Gaming Industry Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on immersive technology in gaming industry market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for immersive technology in gaming industry ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The immersive technology in gaming industry market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Hardware; Software Or Platform; Services
  • 2) By Technology: Mixed Reality; Virtual Reality; Augmented Reality; 360 Film
  • 3) By Application: Training And Learning; Emergency Services; Product Development; Sales And Marketing
  • Subsegments:
  • 1) By Hardware: Virtual Reality Headsets; Augmented Reality Glasses; Motion Controllers; Haptic Suits; Gaming Consoles; Tracking Sensors
  • 2) By Software Or Platform: Game Engines; Extended Reality (XR) Development Platforms; Simulation Software; Content Management Systems
  • 3) By Services: Integration And Deployment; Support And Maintenance; Consulting Services
  • Companies Mentioned: Apple Inc.; Microsoft Corporation; Sony Interactive Entertainment LLC; NetEase Inc.; Nintendo Co. Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Immersive Technology In Gaming Industry Market Characteristics

3. Immersive Technology In Gaming Industry Market Trends And Strategies

4. Immersive Technology In Gaming Industry Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Immersive Technology In Gaming Industry Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Immersive Technology In Gaming Industry PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Immersive Technology In Gaming Industry Market Growth Rate Analysis
  • 5.4. Global Immersive Technology In Gaming Industry Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Immersive Technology In Gaming Industry Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Immersive Technology In Gaming Industry Total Addressable Market (TAM)

6. Immersive Technology In Gaming Industry Market Segmentation

  • 6.1. Global Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software Or Platform
  • Services
  • 6.2. Global Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mixed Reality
  • Virtual Reality
  • Augmented Reality
  • 360 Film
  • 6.3. Global Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Training And Learning
  • Emergency Services
  • Product Development
  • Sales And Marketing
  • 6.4. Global Immersive Technology In Gaming Industry Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality Headsets
  • Augmented Reality Glasses
  • Motion Controllers
  • Haptic Suits
  • Gaming Consoles
  • Tracking Sensors
  • 6.5. Global Immersive Technology In Gaming Industry Market, Sub-Segmentation Of Software Or Platform, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game Engines
  • Extended Reality (XR) Development Platforms
  • Simulation Software
  • Content Management Systems
  • 6.6. Global Immersive Technology In Gaming Industry Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Integration And Deployment
  • Support And Maintenance
  • Consulting Services

7. Immersive Technology In Gaming Industry Market Regional And Country Analysis

  • 7.1. Global Immersive Technology In Gaming Industry Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Immersive Technology In Gaming Industry Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Immersive Technology In Gaming Industry Market

  • 8.1. Asia-Pacific Immersive Technology In Gaming Industry Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Immersive Technology In Gaming Industry Market

  • 9.1. China Immersive Technology In Gaming Industry Market Overview
  • 9.2. China Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Immersive Technology In Gaming Industry Market

  • 10.1. India Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Immersive Technology In Gaming Industry Market

  • 11.1. Japan Immersive Technology In Gaming Industry Market Overview
  • 11.2. Japan Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Immersive Technology In Gaming Industry Market

  • 12.1. Australia Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Immersive Technology In Gaming Industry Market

  • 13.1. Indonesia Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Immersive Technology In Gaming Industry Market

  • 14.1. South Korea Immersive Technology In Gaming Industry Market Overview
  • 14.2. South Korea Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Immersive Technology In Gaming Industry Market

  • 15.1. Western Europe Immersive Technology In Gaming Industry Market Overview
  • 15.2. Western Europe Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Immersive Technology In Gaming Industry Market

  • 16.1. UK Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Immersive Technology In Gaming Industry Market

  • 17.1. Germany Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Immersive Technology In Gaming Industry Market

  • 18.1. France Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Immersive Technology In Gaming Industry Market

  • 19.1. Italy Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Immersive Technology In Gaming Industry Market

  • 20.1. Spain Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Immersive Technology In Gaming Industry Market

  • 21.1. Eastern Europe Immersive Technology In Gaming Industry Market Overview
  • 21.2. Eastern Europe Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Immersive Technology In Gaming Industry Market

  • 22.1. Russia Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Immersive Technology In Gaming Industry Market

  • 23.1. North America Immersive Technology In Gaming Industry Market Overview
  • 23.2. North America Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Immersive Technology In Gaming Industry Market

  • 24.1. USA Immersive Technology In Gaming Industry Market Overview
  • 24.2. USA Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Immersive Technology In Gaming Industry Market

  • 25.1. Canada Immersive Technology In Gaming Industry Market Overview
  • 25.2. Canada Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Immersive Technology In Gaming Industry Market

  • 26.1. South America Immersive Technology In Gaming Industry Market Overview
  • 26.2. South America Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Immersive Technology In Gaming Industry Market

  • 27.1. Brazil Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Immersive Technology In Gaming Industry Market

  • 28.1. Middle East Immersive Technology In Gaming Industry Market Overview
  • 28.2. Middle East Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Immersive Technology In Gaming Industry Market

  • 29.1. Africa Immersive Technology In Gaming Industry Market Overview
  • 29.2. Africa Immersive Technology In Gaming Industry Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Immersive Technology In Gaming Industry Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Immersive Technology In Gaming Industry Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Immersive Technology In Gaming Industry Market Competitive Landscape And Company Profiles

  • 30.1. Immersive Technology In Gaming Industry Market Competitive Landscape
  • 30.2. Immersive Technology In Gaming Industry Market Company Profiles
    • 30.2.1. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Sony Interactive Entertainment LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. NetEase Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Nintendo Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Immersive Technology In Gaming Industry Market Other Major And Innovative Companies

  • 31.1. Electronic Arts Inc.
  • 31.2. Unity Technologies Inc.
  • 31.3. Epic Games Inc.
  • 31.4. Xreal Inc.
  • 31.5. nDreams Ltd.
  • 31.6. Survios Inc.
  • 31.7. Ready At Dawn Studios LLC
  • 31.8. Schell Games LLC
  • 31.9. Fast Travel Games AB
  • 31.10. Cloudhead Games Ltd.
  • 31.11. Polyarc Inc.
  • 31.12. Resolution Games AB
  • 31.13. Valve Corporation
  • 31.14. Vertigo Games B.V.
  • 31.15. HTC Corporation

32. Global Immersive Technology In Gaming Industry Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Immersive Technology In Gaming Industry Market

34. Recent Developments In The Immersive Technology In Gaming Industry Market

35. Immersive Technology In Gaming Industry Market High Potential Countries, Segments and Strategies

  • 35.1 Immersive Technology In Gaming Industry Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Immersive Technology In Gaming Industry Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Immersive Technology In Gaming Industry Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer