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市场调查报告书
商品编码
1490912

沉浸式技术市场规模 - 按组件(硬体、软体、服务)、按应用(培训和学习、紧急服务、产品开发、销售和行销)、按技术、按行业垂直和预测,2024-2032 年

Immersive Technology Market Size - By Component (Hardware, Software, Services), By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing), By Technology, By Industry Vertical & Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3个工作天内

价格
简介目录

沉浸式技术市场规模预计从 2024 年到 2032 年复合年增长率将超过 24.5%。游戏、娱乐、医疗保健、教育和企业。在对真实模拟和互动内容的渴望的推动下,消费者对沉浸式体验的需求不断增长,正在推动产业的成长。

将沉浸式技术融入各种业务流程(包括培训、行销和产品开发)正在吸引企业寻求创新解决方案来吸引客户并提高营运效率。例如,2024年4月,印度在诺伊达开设了首个元宇宙体验中心,进入了技术前沿,标誌着未来的重大飞跃。硬体成本的下降,加上内容品质和使用者体验的提高,是促进市场发展的其他因素。

沉浸式技术产业分为组件、技术、应用、垂直产业和区域。

就组件而言,由于创新应用程式、内容创建工具和模拟软体的发展,软体领域的市场规模预计将在 2024 年至 2032 年期间显着增长。渲染技术和即时图形的巨大进步正在增强用户体验。用于创建沉浸式内容的软体开发套件 (SDK) 和平台的可用性也降低了进入壁垒,鼓励更多开发者为生态系统做出贡献。

由于零售、医疗保健和教育等行业的采用不断增加,扩增实境 (AR) 技术领域的沉浸式技术产业预计到 2032 年将以显着速度成长。 AR 技术提供互动式和沈浸式体验,同时提高客户参与度和学习成果。智慧眼镜和行动装置等 AR 硬体的重大发展也提高了可近性和可用性。针对各种用例的 AR 软体应用程式的开发进一步推动了该细分市场的成长。

从地区来看,由于游戏、医疗保健和汽车等行业对 AR 和 VR 技术的投资不断增加,欧洲沉浸式技术市场规模预计将在 2024 年至 2032 年实现强劲增长。政府的支持措施正在推动科技公司和研究机构之间的合作。对沉浸式体验不断增长的需求以及沉浸式技术在培训、教育和娱乐领域的采用也将推动区域产业扩张。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商格局
    • 零件供应商
    • 硬体厂商
    • 软体供应商
    • 服务供应商
    • 系统整合商
    • 终端用户
  • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 对沉浸式娱乐体验的需求不断增长
      • 越来越多地采用虚拟协作工具和远端工作解决方案
      • 使用沉浸式技术增加远距医疗、外科培训和患者復健的医疗保健投资
      • 市场技术不断进步
    • 产业陷阱与挑战
      • 硬体成本高
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按组成部分 2021 - 2032 年

  • 主要趋势
  • 硬体
    • 头戴式显示器 (HMD)
    • 手势追踪设备 (GTD)
    • 投影机和显示墙 (PDW)
  • 软体
  • 服务
    • 专业的
    • 管理

第 6 章:市场估计与预测:依技术分类,2021 - 2032

  • 主要趋势
  • 虚拟实境
  • 扩增实境
  • 混合现实
  • 其他的

第 7 章:市场估计与预测:依应用分类,2021 - 2032

  • 主要趋势
  • 培训与学习
  • 紧急服务
  • 产品开发
  • 销售与行销
  • 其他的

第 8 章:市场估计与预测:按产业垂直划分,2021 - 2032 年

  • 主要趋势
  • 航太与国防
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 製造业
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 汽车
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 教育
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 媒体与娱乐
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 赌博
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 卫生保健
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 零售与电子商务
    • 虚拟实境
    • 扩增实境
    • 混合现实
  • 其他的

第 9 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 义大利
    • 俄罗斯
    • 北欧人
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 东南亚
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 南非
    • 沙乌地阿拉伯
    • MEA 的其余部分

第 10 章:公司简介

  • Atheer, Inc.
  • AVEVA Group PLC
  • Barco NV
  • Blippar Ltd.
  • Comp12
  • EON Reality
  • Google LLC (Alphabet Inc.)
  • HCL Technologies Ltd.
  • Honeywell International Inc.
  • HTC Corporation
  • IBM Corporation
  • Immersive Media Company
  • Magic Leap, Inc.
  • Meta Platforms Inc.
  • Microsoft Corporation
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
  • Ultraleap Limited (Leap Motion, Inc.)
  • Unity Software Inc.
  • Zeality Inc.
简介目录
Product Code: 8645

Immersive Technology Market size is projected to expand at over 24.5% CAGR from 2024 to 2032. Significant advancements, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) are expanding the range of applications of immersive technology across gaming, entertainment, healthcare, education, and enterprise. The increasing consumer demand for immersive experiences, driven by the desire for realistic simulations and interactive content, is driving the industry growth.

The integration of immersive technologies into various business processes, including training, marketing, and product development, is attracting enterprises seeking innovative solutions to engage customers and improve operational efficiency. For instance, in April 2024, India entered the forefront of technology by inaugurating its first Metaverse Experience Center in Noida, marking a significant leap into the future. Declining hardware costs, coupled with improvements in content quality and user experience, are other factors augmenting the market development.

The immersive technology industry is segregated into component, technology, application, industry vertical, and region.

In terms of component, the market size from the software segment is slated to showcase significant growth from 2024 to 2032, due to the development of innovative applications, content creation tools, and simulation software. Strong advancements in rendering techniques and real-time graphics are enhancing user experiences. The availability of software development kits (SDKs) and platforms for creating immersive content also lowers barriers to entry, encouraging more developers to contribute to the ecosystem.

Immersive technology industry from the augmented reality (AR) technology segment is estimated to rise at notable rate up to 2032, on account of increasing adoption in industries like retail, healthcare, and education. AR technology offers interactive and immersive experiences while enhancing customer engagement and learning outcomes. Significant developments in AR hardware, such as smart glasses and mobile devices are also improving accessibility and usability. The development of AR software applications for various use cases is further fueling the segment growth.

Regionally, the Europe immersive technology market size is expected to record robust growth from 2024 to 2032, owing to the increasing investments in AR and VR technology across sectors like gaming, healthcare, and automotive. The supportive government initiatives are driving the collaborations between technology companies and research institutions. The growing demand for immersive experiences and the adoption of immersive technologies in training, education, and entertainment sectors will also boost the regional industry expansion.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Research design
    • 1.1.1 Research approach
    • 1.1.2 Data collection methods
  • 1.2 Base estimates and calculations
    • 1.2.1 Base year calculation
    • 1.2.2 Key trends for market estimates
  • 1.3 Forecast model
  • 1.4 Primary research & validation
    • 1.4.1 Primary sources
    • 1.4.2 Data mining sources
  • 1.5 Market definitions

Chapter 2 Executive Summary

  • 2.1 Industry 360-degree synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Component suppliers
    • 3.2.2 Hardware manufacturers
    • 3.2.3 Software providers
    • 3.2.4 Service providers
    • 3.2.5 System integrators
    • 3.2.6 End-users
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Growing demand for immersive entertainment experiences
      • 3.8.1.2 Increasing adoption of virtual collaboration tools and remote work solutions
      • 3.8.1.3 Rising investment in healthcare for telemedicine, surgical training, and patient rehabilitation using immersive technologies
      • 3.8.1.4 Rising technological advancements in the market
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 High hardware costs
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Component 2021 - 2032 ($Bn, Units)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Head mounted display (HMD)
    • 5.2.2 Gesture tracking devices (GTD)
    • 5.2.3 Projectors & display walls (PDW)
  • 5.3 Software
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed

Chapter 6 Market Estimates & Forecast, By Technology, 2021 - 2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Virtual reality
  • 6.3 Augmented reality
  • 6.4 Mixed reality
  • 6.5 Others

Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)

  • 7.1 Key trends
  • 7.2 Training & learning
  • 7.3 Emergency services
  • 7.4 Product development
  • 7.5 Sales & marketing
  • 7.6 Others

Chapter 8 Market Estimates & Forecast, By Industry Vertical, 2021 - 2032 ($Bn)

  • 8.1 Key trends
  • 8.2 Aerospace & defense
    • 8.2.1 Virtual reality
    • 8.2.2 Augmented reality
    • 8.2.3 Mixed reality
  • 8.3 Manufacturing
    • 8.3.1 Virtual reality
    • 8.3.2 Augmented reality
    • 8.3.3 Mixed reality
  • 8.4 Automotive
    • 8.4.1 Virtual reality
    • 8.4.2 Augmented reality
    • 8.4.3 Mixed reality
  • 8.5 Education
    • 8.5.1 Virtual reality
    • 8.5.2 Augmented reality
    • 8.5.3 Mixed reality
  • 8.6 Media & entertainment
    • 8.6.1 Virtual reality
    • 8.6.2 Augmented reality
    • 8.6.3 Mixed reality
  • 8.7 Gaming
    • 8.7.1 Virtual reality
    • 8.7.2 Augmented reality
    • 8.7.3 Mixed reality
  • 8.8 Healthcare
    • 8.8.1 Virtual reality
    • 8.8.2 Augmented reality
    • 8.8.3 Mixed reality
  • 8.9 Retail & e-commerce
    • 8.9.1 Virtual reality
    • 8.9.2 Augmented reality
    • 8.9.3 Mixed reality
  • 8.10 Others

Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Spain
    • 9.3.5 Italy
    • 9.3.6 Russia
    • 9.3.7 Nordics
    • 9.3.8 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 South Korea
    • 9.4.5 ANZ
    • 9.4.6 Southeast Asia
    • 9.4.7 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
    • 9.5.4 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Atheer, Inc.
  • 10.2 AVEVA Group PLC
  • 10.3 Barco NV
  • 10.4 Blippar Ltd.
  • 10.5 Comp12
  • 10.6 EON Reality
  • 10.7 Google LLC (Alphabet Inc.)
  • 10.8 HCL Technologies Ltd.
  • 10.9 Honeywell International Inc.
  • 10.10 HTC Corporation
  • 10.11 IBM Corporation
  • 10.12 Immersive Media Company
  • 10.13 Magic Leap, Inc.
  • 10.14 Meta Platforms Inc.
  • 10.15 Microsoft Corporation
  • 10.16 Samsung Electronics Co., Ltd.
  • 10.17 Sony Corporation
  • 10.18 Ultraleap Limited (Leap Motion, Inc.)
  • 10.19 Unity Software Inc.
  • 10.20 Zeality Inc.