封面
市场调查报告书
商品编码
1550609

全球身临其境型技术市场:按组件、技术、最终用途产业、地区

Immersive Technology Market, By Component, By Technology (Virtual Reality, Augmented Reality, Mixed Reality, and Others), By End-use Industry, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 168 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计2024年全球身临其境型技术市场规模将达284.5亿美元,2024年至2031年复合年增长率为24.9%,2031年将达1350.2亿美元。

报告范围 报告详情
基准年 2023年 2024年市场规模 284.5亿美元
实际资料 2019-2023 预测期 2024-2031
预测 2024-2031 年复合年增长率: 24.90% 2031 年金额预测 1350.2亿美元
图:2024 年按地区分類的身临其境型技术市场份额 (%)
沉浸式技术市场-IMG1

由于虚拟实境和扩增实境解决方案在各行业的广泛采用,身临其境型技术市场近年来经历了快速成长。 VR、MR 和 AR 等身临其境型技术应用广泛,从零售、电子商务到教育、医疗和製造业。这些技术越来越受欢迎,因为它们可以创造互动式且真实的数位环境。 VR 让使用者沉浸在完全模拟的环境中,而 AR 透过情境数位迭加来补充真实环境。另一方面,混合实境融合了现实世界和虚拟世界,创造了实体和数位物件即时共存和互动的新环境。

市场动态:

全球身临其境型技术市场受到 VR 和 AR 投资增加、互动技术在各行业日益普及以及经济实惠的 VR 解决方案日益普及等因素的推动。然而,缺乏优质内容以及与长时间使用 VR 相关的健康问题等问题正在限制市场。 AR和VR在教育、医疗保健和製造领域不断增长的应用可以找到市场拓展的机会。领先的工业公司也在研发方面投入巨资,以推出先进的身临其境型解决方案。

本研究的主要特点

本报告对全球身临其境型技术市场进行了详细分析,并提供了以2023年为基准年的预测期(2024-2031)的市场规模和年复合成长率(CAGR%)。

它还揭示了各个细分市场的潜在商机,并说明了该市场有吸引力的投资提案矩阵。

它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景、主要企业采取的竞争策略等的主要考察。

它根据公司亮点、产品系列、主要亮点、财务业绩和策略等参数,对全球身临其境型技术市场的主要企业进行了介绍。

本研究涵盖的主要企业包括 Acer Inc.、Apple Inc.、AVEVA Group Plc、Barco NV、Blippar Group Limited、EON Reality, Inc.、Google LLC、HTC Corporation、Magic Leap, Inc. 以及 Microsoft Corporation、NVIDIA。 、高通公司、Sony Corporation、Unity Software Inc. 和 Vive Business(HTC 公司)。

该报告的见解使负责人和公司经营团队能够就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。

本研究报告针对该产业的各个相关人员,如投资者、供应商、产品製造商、经销商、新进业者和财务分析师。

透过用于分析全球身临其境型技术市场的各种策略矩阵,将有助于相关人员做出决策。

目录

第一章 研究目的与前提

  • 研究目的
  • 先决条件
  • 简称

第二章 市场展望

  • 报告说明
    • 市场定义和范围
  • 执行摘要

第三章 市场动态、法规与趋势分析

  • 市场动态
    • 促进因素
    • 抑制因素
    • 市场机会
  • 监管场景
  • 产业趋势
  • 併购
  • 新系统的引入/核准
  • COVID-19 大流行的影响

第四章全球身临其境型技术市场,按组成部分,2019-2031

  • 硬体
  • 软体
  • 服务

第五章全球身临其境型技术市场,依技术划分,2019-2031

  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 混合实境(MR)
  • 其他的

第六章 全球身临其境型科技市场(依最终用途产业),2019-2031 年

  • 航太/国防
  • 製造业
  • 教育
  • 媒体娱乐
  • 游戏
  • 卫生保健
  • 零售/电子商务
  • 其他的

第七章 全球身临其境型科技市场(按地区),2019-2031

  • 北美洲
  • 欧洲
  • 亚太地区
  • 拉丁美洲
  • 中东/非洲

第八章 竞争格局

  • 公司简介
    • Acer Inc.
    • Apple Inc.
    • AVEVA Group Plc
    • Barco NV
    • Blippar Group Limited
    • EON Reality, Inc.
    • Google LLC
    • HTC Corporation
    • Magic Leap, Inc.
    • Microsoft Corporation
    • NVIDIA Corporation
    • Qualcomm Incorporated
    • Sony Corporation
    • Unity Software Inc.
    • Vive Business(HTC Corporation)

第九章 分析师建议

  • 命运之轮
  • 分析师观点
  • 一致的机会图

第10章调查方法

  • 参考
  • 调查方法
简介目录
Product Code: CMI7233

The Global Immersive Technology Market is estimated to be valued at US$ 28.45 Bn in 2024 and is expected to reach US$ 135.02 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 24.9% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2024: US$ 28.45 Bn
Historical Data for: 2019 To 2023 Forecast Period: 2024 To 2031
Forecast Period 2024 to 2031 CAGR: 24.90% 2031 Value Projection: US$ 135.02 Bn
Figure. Immersive Technology Market Share (%), By Region 2024
Immersive Technology Market - IMG1

The immersive technology market has seen rapid growth in recent years due to the widespread adoption of virtual and augmented reality solutions across various industries. Immersive technologies such as VR, MR and AR are being leveraged for applications ranging from retail and e-commerce to education, healthcare, and manufacturing. The ability of these technologies to create an interactive and realistic digital environment is fueling their popularity. While VR entirely immerses users inside a simulated environment, AR complements the real-world environment with contextual digital overlays. Meanwhile, MR blends real and virtual worlds to produce new environments where physical and digital objects co-exist and interact in real time.

Market Dynamics:

The global immersive technology market is driven by factors such as growing investments in VR and AR, rising popularity of interactive technologies in various industries and increasing availability of affordable VR solutions. However, the market faces restraints from issues such as lack of quality content and health concerns related to extended use of VR. Opportunities for market expansion can be found in increasing applications of AR and VR in education, healthcare and manufacturing industries. Leading industry players are also investing heavily in research & development to introduce advanced immersive solutions.

Key features of the study:

This report provides in-depth analysis of the global immersive technology market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global immersive technology market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Acer Inc., Apple Inc., AVEVA Group Plc, Barco NV, Blippar Group Limited, EON Reality, Inc., Google LLC, HTC Corporation, Magic Leap, Inc., Microsoft Corporation, NVIDIA Corporation, Qualcomm Incorporated, Sony Corporation, Unity Software Inc., and Vive Business (HTC Corporation)

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global immersive technology market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global immersive technology market.

Detailed Segmentation:

  • By Component
    • Hardware
    • Software
    • Services
  • By Technology
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • Mixed Reality (MR)
    • Others
  • By End-use Industry
    • Aerospace & Defense
    • Manufacturing
    • Automotive
    • Education
    • Media & Entertainment
    • Gaming
    • Healthcare
    • Retail & E-Commerce
    • Others
  • By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East
    • Africa
  • Key Players Insights
    • Acer Inc.
    • Apple Inc.
    • AVEVA Group Plc
    • Barco NV
    • Blippar Group Limited
    • EON Reality, Inc.
    • Google LLC
    • HTC Corporation
    • Magic Leap, Inc.
    • Microsoft Corporation
    • NVIDIA Corporation
    • Qualcomm Incorporated
    • Sony Corporation
    • Unity Software Inc.
    • Vive Business (HTC Corporation)

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Component
    • Market Snippet, By Technology
    • Market Snippet, By End-use Industry
    • Market Snippet, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New System Launches/Approvals
  • Impact of COVID-19 Pandemic

4. Global Immersive Technology Market, By Component, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Hardware
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Software
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Services
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

5. Global Immersive Technology Market, By Technology, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Virtual Reality (VR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Augmented Reality (AR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Mixed Reality (MR)
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

6. Global Immersive Technology Market, By End-use Industry, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
    • Segment Trends
  • Aerospace & Defense
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Manufacturing
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Automotive
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Education
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Media & Entertainment
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Gaming
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Healthcare
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Retail & E-Commerce
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Bn)

7. Global Immersive Technology Market, By Region, 2019-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020-2031
  • North America
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East & Africa
    • Regional Trends
    • Market Size and Forecast, By Component, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Technology, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2019-2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019-2031, (US$ Bn)
      • South Africa
      • Israel
      • GCC Countries
      • Rest of the Middle East &Africa

8. Competitive Landscape

  • Company Profiles
    • Acer Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Apple Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • AVEVA Group Plc
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Barco NV
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Blippar Group Limited
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • EON Reality, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Google LLC
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • HTC Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Magic Leap, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Microsoft Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • NVIDIA Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Qualcomm Incorporated
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Sony Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Unity Software Inc.
    • Vive Business (HTC Corporation)

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. Research Methodology

  • References
  • Research Methodology
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