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市场调查报告书
商品编码
1644209

身临其境型娱乐的全球市场

Immersive Entertainment

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 149 Pages | 商品交期: 最快1-2个工作天内

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简介目录

预计2030年全球身临其境型娱乐市场规模将达4,739亿美元

2024 年全球身临其境型娱乐市场规模估计为 1,336 亿美元,预计到 2030 年将达到 4,739 亿美元,2024-2030 年分析期内的复合年增长率为 23.5%。虚拟实境(VR)技术是该报告分析的领域之一,预计到分析期结束时复合年增长率将达到 23.3%,达到 2,078 亿美元。预计在分析期间内,扩增实境(AR)技术领域的复合年增长率为 22.2%。

美国市场规模估计为 351 亿美元,中国市场预计复合年增长率为 22.3%

预计2024年美国身临其境型娱乐市场规模将达351亿美元。中国是世界第二大经济体,预计到 2030 年市场规模将达到 724 亿美元,2024-2030 年分析期间的复合年增长率为 22.3%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为 21.4% 和 20.3%。在欧洲,预计德国的复合年增长率约为 16.2%。

全球身临其境型娱乐市场 - 主要趋势与驱动因素摘要

身临其境型娱乐如何重新定义消费者体验?

身临其境型娱乐正在彻底改变观众与内容互动的方式,创造出引人入胜、互动性强且高度个人化的体验。透过利用虚拟实境(VR)、扩增实境(AR)、混合实境(MR)和扩增实境(XR)等先进技术,身临其境型娱乐将被动观看转变为主动参与。这种转变在游戏中尤其明显,身临其境型环境让玩家完全沉浸在数位世界中。同样,音乐会、节庆和体育赛事等实况活动也在利用 VR 和 AR 为观众提供增强的观点和体验,无论是亲临现场还是远端。

影视产业也正在融入身临其境型元素,提供 360 度叙事和互动叙事,让观众从多个角度探索场景,甚至影响结果。这种转变正在重新定义传统形式,并催生模糊物理和数位领域界限的新娱乐形式。随着内容创作者不断探索身临其境型技术的可能性,消费者正在体验到与娱乐媒体的全新参与和情感连结。

身临其境型娱乐为何在各行业中受到青睐?

身临其境型娱乐的采用正在游戏、现场娱乐、教育和零售等各个行业中获得发展势头。在游戏领域,VR头戴装置和运动追踪技术已成为提供高保真体验的标准工具,让玩家能够以前所未有的方式与虚拟环境互动。同样,现场娱乐场所和活动组织者也在采用 AR 和 MR 迭加来增强观众体验,提供即时资料、视觉效果和效果,以增强表演的刺激性。

教育和培训也正在利用身临其境型娱乐来创造引人入胜的学习环境。使用 VR 和 AR 的模拟提供了巩固知识和提高实务技能的实务经验。同时,零售商正在使用身临其境型技术来创建虚拟展示室和互动广告,以吸引和吸引顾客。身临其境型娱乐在各个领域的广泛应用凸显了它的多功能性和变革潜力,使其成为寻求创新和保持领先消费趋势的公司关注的重点领域。

科技进步如何推动身临其境型娱乐?

科技进步是身临其境型娱乐快速成长和发展的核心。 VR 和 AR 硬体的创新,包括轻量化耳机、触觉回馈设备和先进的动作感测器,显着提高了身临其境型体验的真实感和舒适度。高解析度显示器和更高的更新率有助于实现更流畅的视觉效果,而空间音讯的进步则可以创造更逼真、更身临其境的声音环境。这些改进使开发人员能够突破内容创作的界限,提供更丰富、更具吸引力的体验。

5G 网路和边缘运算等连接技术的进步对于实现无缝沉浸式体验也发挥关键作用。更高的资料速度和更低的延迟实现了虚拟空间中的即时互动,使得大型多人虚拟实境游戏和现场虚拟实况活动等应用程式更易于存取和愉悦。此外,人工智慧(AI)和机器学习正在融入身临其境型平台,根据用户行为和偏好即时客製化体验。这些技术进步正在推动创新并为各行业的身临其境型娱乐开闢新的可能性。

哪些因素推动了身临其境型娱乐市场的成长?

身临其境型娱乐市场的成长受到多种因素的推动,包括消费者对互动和个人化体验的需求不断增加、身临其境型技术的进步以及各行业对数位内容的日益采用。 VR 和 AR 设备日益普及,硬体成本不断下降,让更多人可以享受身临其境型娱乐。游戏产业采用身临其境型技术,再加上电子竞技和直播平台的兴起,进一步推动了市场的成长。

此外,娱乐产业向混合和虚拟活动的转变也刺激了身临其境型解决方案的采用。此外,身临其境型技术与教育、零售和医疗保健领域的整合扩大了其应用范围,提供了进一步的成长机会。人工智慧动画和 3D 建模等内容创作工具的进步使得快速且经济高效地製作身临其境型体验成为可能。随着消费者对创新和互动性的期望不断提高,身临其境型娱乐市场将持续成长和发展。

部分

科技(虚拟实境(VR)技术、扩增实境(AR)技术、混合实境(MR)技术、其他技术)、应用(游戏应用、身临其境型剧院应用、游乐场工作室应用、音乐与音乐会应用、现场活动应用、其他应用)

受访公司范例(41家值得关注的公司)

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章 市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP31535

Global Immersive Entertainment Market to Reach US$473.9 Billion by 2030

The global market for Immersive Entertainment estimated at US$133.6 Billion in the year 2024, is expected to reach US$473.9 Billion by 2030, growing at a CAGR of 23.5% over the analysis period 2024-2030. Virtual Reality (VR) Technology, one of the segments analyzed in the report, is expected to record a 23.3% CAGR and reach US$207.8 Billion by the end of the analysis period. Growth in the Augmented Reality (AR) Technology segment is estimated at 22.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$35.1 Billion While China is Forecast to Grow at 22.3% CAGR

The Immersive Entertainment market in the U.S. is estimated at US$35.1 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$72.4 Billion by the year 2030 trailing a CAGR of 22.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 21.4% and 20.3% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 16.2% CAGR.

Global Immersive Entertainment Market – Key Trends & Drivers Summarized

How Is Immersive Entertainment Redefining Consumer Experiences?

Immersive entertainment is revolutionizing how audiences interact with content, creating experiences that are engaging, interactive, and deeply personalized. By leveraging advanced technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR), immersive entertainment transforms passive viewing into active participation. This transformation is particularly evident in gaming, where immersive environments allow players to be fully integrated into digital worlds. Similarly, live events such as concerts, festivals, and sports are utilizing VR and AR to provide audiences with enhanced perspectives and experiences, whether in person or remotely.

Film and television industries are also integrating immersive elements to offer 360-degree storytelling and interactive narratives, enabling viewers to explore scenes from multiple angles and influence outcomes. This shift has redefined traditional formats, giving rise to new forms of entertainment that blur the boundaries between the physical and digital realms. As content creators continue to explore the potential of immersive technologies, consumers are experiencing an entirely new level of engagement and emotional connection with entertainment media.

Why Is Immersive Entertainment Gaining Momentum Across Industries?

The adoption of immersive entertainment is gaining momentum across diverse industries, including gaming, live entertainment, education, and retail. In the gaming sector, VR headsets and motion-tracking technologies have become standard tools for delivering high-fidelity experiences, allowing players to interact with virtual environments in unprecedented ways. Similarly, live entertainment venues and event organizers are incorporating AR and MR overlays to enhance the audience experience, providing real-time data, visuals, and effects that amplify the emotional impact of performances.

The education and training sectors are also leveraging immersive entertainment to create engaging learning environments. Simulations powered by VR and AR offer hands-on experiences that enhance knowledge retention and practical skills. Retailers, on the other hand, are using immersive technologies to create virtual showrooms and interactive advertisements that captivate customers and drive engagement. This broad application of immersive entertainment across multiple sectors underscores its versatility and transformative potential, making it a key focus area for businesses looking to innovate and stay ahead of consumer trends.

How Are Advancements in Technology Fueling Immersive Entertainment?

Technological advancements are at the heart of the rapid growth and evolution of immersive entertainment. Innovations in VR and AR hardware, including lightweight headsets, haptic feedback devices, and advanced motion sensors, have significantly enhanced the realism and comfort of immersive experiences. High-resolution displays and improved refresh rates contribute to smoother visuals, while advancements in spatial audio create a more realistic and immersive sound environment. These improvements are enabling developers to push the boundaries of content creation, delivering richer and more engaging experiences.

Connectivity advancements such as 5G networks and edge computing are also playing a crucial role in enabling seamless immersive experiences. Faster data speeds and lower latency allow real-time interactions in virtual spaces, making applications like multiplayer VR gaming and virtual live events more accessible and enjoyable. Additionally, artificial intelligence (AI) and machine learning are being integrated into immersive platforms to enable real-time customization of experiences based on user behavior and preferences. These technological advancements are driving innovation, opening up new possibilities for immersive entertainment across industries.

What Factors Are Driving the Growth of the Immersive Entertainment Market?

The growth in the Immersive Entertainment market is driven by several factors, including increasing consumer demand for interactive and personalized experiences, advancements in immersive technologies, and the growing adoption of digital content across industries. The rising popularity of VR and AR devices, combined with decreasing hardware costs, has made immersive entertainment more accessible to a wider audience. The gaming industry’s embrace of immersive technologies, coupled with the rise of esports and live-streaming platforms, has further propelled market growth.

The entertainment industry’s shift toward hybrid and virtual events has also fueled the adoption of immersive solutions, as they allow organizers to deliver engaging experiences to both in-person and remote audiences. Furthermore, the integration of immersive technologies into education, retail, and healthcare sectors has expanded the scope of applications, driving additional growth opportunities. Advances in content creation tools, such as AI-driven animation and 3D modeling, are enabling faster and more cost-effective production of immersive experiences. As consumer expectations for innovation and interactivity continue to rise, the immersive entertainment market is set to experience sustained growth and evolution.

SCOPE OF STUDY:

The report analyzes the Immersive Entertainment market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Technology (Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology, Other Technologies); Application (Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application, Live Events Application, Other Applications)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 41 Featured) -

  • Apple, Inc.
  • Barco NV
  • HTC Corporation
  • Magic Leap, Inc.
  • Microsoft Corporation
  • Qualcomm Technologies, Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Group Corporation
  • Unity Technologies

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Immersive Entertainment - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Consumer Demand for Hyper-Realistic Experiences Drives Growth in Immersive Entertainment
    • Integration of AR and VR Technologies Expands Opportunities in Immersive Entertainment
    • AI-Driven Content Creation Revolutionizes Interactive and Immersive Storytelling
    • Rising Popularity of Virtual Concerts and Events Fuels Growth in Immersive Platforms
    • Metaverse Adoption Propels the Development of Fully Immersive Entertainment Experiences
    • Advancements in Haptic Technology Enhance Multi-Sensory Immersive Experiences
    • Focus on Personalization Spurs Demand for AI-Enhanced Immersive Entertainment Solutions
    • Growing Popularity of E-Sports and Gaming Drives Innovations in Immersive Content
    • Immersive Displays Transform Audience Engagement in Theaters and Theme Parks
    • Demand for Real-Time Interactivity Fuels Growth in Immersive Live Streaming Technologies
    • Expansion of Wearable Devices Broadens Accessibility to Immersive Experiences
    • Digital Twins in Entertainment Create New Opportunities for Immersive Storytelling
    • Focus on Experiential Marketing Boosts Adoption of Immersive Technologies
    • Advances in Audio Technology Elevate the Immersive Sound Experience in Entertainment
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Immersive Entertainment Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Virtual Reality (VR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Virtual Reality (VR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Augmented Reality (AR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Augmented Reality (AR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Mixed Reality (MR) Technology by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Mixed Reality (MR) Technology by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other Technologies by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other Technologies by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Gaming Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Gaming Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Immersive Theater Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Immersive Theater Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Arcade Studios Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Arcade Studios Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Music & Concerts Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Music & Concerts Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Live Events Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Live Events Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 24: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 26: USA Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CANADA
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 30: Canada Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Canada 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • JAPAN
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 34: Japan Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: Japan 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • CHINA
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 36: China Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 38: China Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: China 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • EUROPE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Immersive Entertainment by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • FRANCE
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 46: France Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 48: France Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: France 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • GERMANY
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 52: Germany Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Germany 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ITALY
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 56: Italy Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Italy 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • UNITED KINGDOM
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 58: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 60: UK Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: UK 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 64: Rest of Europe Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Rest of Europe 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Immersive Entertainment Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 68: Asia-Pacific Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Asia-Pacific 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Technology - Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Immersive Entertainment by Technology - Percentage Breakdown of Value Sales for Virtual Reality (VR) Technology, Augmented Reality (AR) Technology, Mixed Reality (MR) Technology and Other Technologies for the Years 2025 & 2030
    • TABLE 72: Rest of World Recent Past, Current & Future Analysis for Immersive Entertainment by Application - Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Rest of World 6-Year Perspective for Immersive Entertainment by Application - Percentage Breakdown of Value Sales for Other Applications, Gaming Application, Immersive Theater Application, Arcade Studios Application, Music & Concerts Application and Live Events Application for the Years 2025 & 2030

IV. COMPETITION