2030 年沈浸式技术市场预测:按组件、技术、应用、最终用户和地区进行的全球分析
市场调查报告书
商品编码
1383412

2030 年沈浸式技术市场预测:按组件、技术、应用、最终用户和地区进行的全球分析

Immersive Technology Market Forecasts to 2030 - Global Analysis By Component, Technology (Mixed Reality, Virtual Reality, Augmented Reality, 360 Film and Other Technologies), Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据Stratistics MRC的数据,2023年全球沉浸式技术市场规模为319.6亿美元,预计到2030年将达到1,176.2亿美元,预测期内年复合成长率为20.46%。

一种称为沉浸式技术的分析技术使用 360 度的空间来扩展体验或创建全新的设定。从任何角度查看设备网路上的内容。此外,身临其境型技术可以透过将数位视觉效果迭加到使用者环境中来增强现实生活体验。与外界完全隔离并沉浸在电子媒体中为客户建立了一个新的现实。

根据 Gartner 2020 年发布的报告,身临其境型体验是一种技术趋势,有可能透过能够增强人类能力的新模型和流程从根本上改变该领域。

身临其境型游戏与娱乐

身临其境型技术正在演变成娱乐产业中基于定位的娱乐体验。 VR 和 AR 正在融入主题乐园和娱乐场所的景点,为游客提供独特的体验。此外,虚拟实境在电子竞技中的采用为虚拟环境中的竞争游戏创造了新的机会。跨平台游戏的兴起是这种成长的另一个指标,它允许使用不同VR头戴装置的玩家在同一虚拟环境中进行交流。

从高价开始

进入身临其境型技术市场的主要障碍之一仍然是进入成本。高品质VR头戴装置和 AR 设备的采用可能会受到成本的限制,特别是对于消费者和小型企业而言。此外,升级硬体、软体和配件都需要额外费用。许多潜在用户可能会因这些高昂的初期成本而望而却步,这可能会减缓市场扩张,特别是在价格敏感的市场。

硬体技术的进步

身临其境型技术硬体以及显示器、图形处理器和运动追踪感测器正在不断进步。製造商不断突破重量、人体工学和电池寿命的极限,以提高VR头戴装置在长时间使用过程中的舒适度。此外,触觉回馈和技术的进步使用户能够在虚拟环境中体验身体感觉,从而增强沉浸感。透过启用独立的 VR 和 AR 设备,这些硬体进步也减少了对外部电脑和控制台的需求。

资料安全和隐私问题

身临其境型技术设备和应用程式收集的个人资料和生物辨识资讯可能会被滥用,引发隐私问题。这些技术收集大量个人资料,增加了资料滥用、外洩和诈欺存取的风险。但需要更强的加密、更开放的资料政策和更严格的政策来减轻这些担忧并维护用户信任。

COVID-19 的影响:

身临其境型技术市场受到了 COVID-19 爆发的多方面影响。最初,消费者支出下降和供应链中断给市场带来了问题。儘管如此,大流行刺激了远端医疗、虚拟活动、远距工作和远距学习的身临其境型技术的采用。此外,这些领域对身临其境型解决方案不断增长的需求刺激了投资和创新,为持续扩张奠定了基础。全球健康危机凸显了身临其境型技术对于缓解地理偏远和孤立世界中的障碍的重要性,从而为不同行业的应用创造了新的前景。

培训和学习部分预计在预测期内达到最大值

培训和学习领域占据最大的市场占有率。它的应用范围广泛,包括专业技能发展、企业培训和教育机构。培训和学习产业对虚拟实境 (VR) 和扩增实境(AR) 等身临其境型技术的使用显着增加,这些技术提供动态且引人入胜的体验,以提高知识保留和技能发展。此外,它是身临其境型技术中重要且不断增长的市场利基,涵盖医疗培训、教育模拟、虚拟教室和职业技能开发等应用。

预计医疗保健产业在预测期内年复合成长率最高

医疗保健产业的年复合成长率最高。身临其境型技术彻底改变了患者照护、医学教育和远端医疗。此技术的范例包括虚拟实境(VR)和扩增实境(AR)。沉浸式技术正在医疗保健产业广泛应用于远端医疗咨询、疼痛管理、手术模拟和治疗性介入。此外,医疗保健部门越来越重视以患者为中心的护理、负担得起的培训和医疗进步,这使其成为身临其境型技术市场创新和成长的关键领域。

比最大的地区

由于身临其境型技术的采用和进步,北美占据了最大的市场份额。该地区拥有雄厚的研发投资、蓬勃发展的科技公司生态系统以及众多 VR 和 AR新兴企业。主要行业参与者、医疗保健、教育、游戏和企业等行业的广泛应用以及精通技术的基本客群是该地区占据主导地位的因素。

复合年复合成长率最高的地区:

身临其境型技术市场的年复合成长率是亚太地区最高的。该地区人口众多、技术素养高、对最尖端科技的投资不断增加,以及在製造、游戏和教育等多个领域采用身临其境型解决方案,都是推动这一快速增长的因素。该市场受到中国、日本和韩国等亚太地区在身临其境型技术创新方面主导、该地区中阶迅速扩大以及对身临其境型体验不断增长的需求的推动,预计未来年度将大幅增长。

免费客製化服务:

订阅此报告的客户可以存取以下免费自订选项之一:

  • 公司简介
    • 其他市场公司的综合分析(最多 3 家公司)
    • 主要企业SWOT分析(最多3家企业)
  • 区域分割
    • 根据客户兴趣对主要国家的市场估计、预测和年复合成长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第1章执行摘要

第2章前言

  • 概述
  • 利害关係人
  • 调查范围
  • 调查方法
    • 资料探勘
    • 资料分析
    • 资料检验
    • 研究途径
  • 调查来源
    • 主要调查来源
    • 二次调查来源
    • 先决条件

第3章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 技术分析
  • 应用分析
  • 最终用户分析
  • 新兴市场
  • 新型冠状病毒感染疾病(COVID-19)的影响

第4章波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争公司之间的敌对关係

第5章全球沉浸式技术市场:按组成部分

  • 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/平台
  • 服务
    • 专业的
    • 管理
  • 其他组件

第6章全球沉浸式技术市场:依技术分类

  • 混合实境(MR)
  • 虚拟实境(VR)
  • 扩增实境(AR)
  • 360度电影
  • 其他技术

第7章全球沉浸式科技市场:依应用分类

  • 培训和学习
  • 紧急服务
  • 产品开发
  • 销售与行销
  • 远端协作
  • 视觉化
  • 促销和广告
  • 远距援助
  • 内容製作
  • 元宇宙
  • 其他用途

第8章全球沉浸式科技市场:依最终用户划分

  • 卫生保健
  • 零售/电子商务
  • 教育
  • 建筑学
  • 媒体娱乐
  • 游戏
  • 製造业
  • 航太/国防
  • 汽车
  • 活力
  • 其他最终用户

第9章全球沉浸式技术市场:按地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东/非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东/非洲

第10章进展

  • 合约、伙伴关係、协作和合资企业
  • 收购和合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第11章公司简介

  • Lockheed Martin Corporation
  • Google LLC
  • Acer Inc.
  • FAAC Incorporated
  • CM Labs Simulations Inc.
  • HTC Corporation
  • Varjo Technologies
  • Immersive Technologies Pty Limited
  • Zeality Inc
  • EON Reality Inc.
  • Atheer Inc.
  • Sony Corporation
  • Oculus(Facebook Technologies, LLC.)
  • Samsung Group
  • AVEVA Group PLC
  • HCL Technologies Limited
  • Honeywell International Inc.
  • NCTech Limited
  • Blippar Ltd.
  • Magic Leap Inc.
Product Code: SMRC24261

According to Stratistics MRC, the Global Immersive Technology Market is accounted for $31.96 billion in 2023 and is expected to reach $117.62 billion by 2030 growing at a CAGR of 20.46% during the forecast period. A type of analytical technique called immersion technology uses 360 degrees of space to expand on an experience or create an entirely new setting. Viewing content on the device network is possible from any angle. Additionally, realistic experiences can be improved by immersive technology by overlaying digital visuals over the user's environment. Through complete seclusion from the outside world and immersion in an electronic medium, this establishes a new reality for the client.

According to a report prepared in 2020 by Gartner, immersive experiences are a technological trend that withholds potential to radically change the sector, with new models and processes able to amplify human capabilities.

Market Dynamics:

Driver:

Immersing games and entertainment

Immersion technology has developed into location-based entertainment experiences in the entertainment industry. VR and AR are being incorporated into attractions at theme parks and entertainment venues to give guests unique experiences. Additionally, the adoption of VR by eSports has created new opportunities for competitive gaming in virtual environments. An increase in cross-platform gaming, which enables players with various VR headsets to communicate within the same virtual environment, is another indicator of this growth.

Restraint:

High starting prices

One major barrier to entry in the immersive technology market is still the cost of entry. Adoption of high-quality VR headsets and AR devices can be constrained by their cost, particularly for consumers and small businesses. Moreover, upgrades to the hardware as well as software and accessories come at extra expense. Since many potential users may be turned off by these expensive initial costs, market expansion may be slowed, especially in price-sensitive markets.

Opportunity:

Technological progress in hardware

Beyond displays, graphics processors, and motion-tracking sensors, immersive technology hardware has advanced. In order to improve VR headset comfort for prolonged use, manufacturers are continuously pushing the limits of weight, ergonomics, and battery life. Furthermore, haptic feedback and technological advancements improve immersion by allowing users to experience physical sensations in virtual environments. By enabling standalone VR and AR devices, these hardware advancements are also lessening the need for external computers or consoles.

Threat:

Data security and privacy concerns

Personal data and biometric information gathered by immersive technology devices and applications may be misused, raising privacy concerns. The considerable quantity of private data that these technologies collect increases the risk of misuse, breaches, and illegal access to data. However, to allay these worries and preserve user confidence, stronger encryption, more open data policies, and stricter policies are necessary.

COVID-19 Impact:

The market for immersive technology was affected by the COVID-19 pandemic in a complicated way. At first, lower consumer spending and supply chain disruptions caused problems for the market. The adoption of immersive technology for telehealth, virtual events, remote work, and distance learning was nevertheless expedited by the pandemic. Moreover, the heightened need for immersive solutions in these domains stimulated investments and innovations, thereby laying the groundwork for sustained expansion. The global health crisis underscored the importance of immersive technology in mitigating the obstacles of a geographically remote and isolated world, thereby creating novel prospects for its utilization across diverse industries.

The Training & Learning segment is expected to be the largest during the forecast period

The training and learning segment has the largest market share. It covers a broad spectrum of applications, including specialized skill development, corporate training, and educational institutions. The training and learning industry has seen a notable increase in the use of immersive technology, such as virtual reality (VR) and augmented reality (AR), which provide dynamic and captivating experiences that improve knowledge retention and skill development. Additionally, it is a crucial and growing market niche within immersive technology, encompassing applications like medical training, educational simulations, virtual classrooms, and vocational skill development.

The Healthcare segment is expected to have the highest CAGR during the forecast period

The healthcare industry has seen the highest CAGR. Immersion technology has revolutionized patient care, medical education, and telemedicine. Examples of this technology include virtual reality (VR) and augmented reality (AR). Immersion technology has become widely used in the healthcare industry for telehealth consultations, pain management, surgical simulations, and therapeutic interventions. Moreover, the healthcare sector is a key area for innovation and growth in the immersive technology market because of its increasing emphasis on patient-centric care, affordable training, and medical advancements.

Region with largest share:

North America holds the largest market share in the market, due to the adoption and advancement of immersive technology. The area has significant investments in R&D, a thriving ecosystem of tech companies, and a significant number of VR and AR startups. Key industry players, broad application in industries like healthcare, education, gaming, and enterprise, and a tech-savvy customer base are all factors that contribute to its dominant position.

Region with highest CAGR:

The immersive technology market has shown the highest CAGR in the Asia-Pacific region, owing to the region's sizable and technologically literate populace, rising investments in cutting-edge technologies, and the adoption of immersive solutions in a variety of sectors, such as manufacturing, gaming, and education, are all responsible for this quick growth. As a result of the Asia-Pacific region's leadership in immersive technology innovation countries like China, Japan, and South Korea and the region's rapidly expanding middle class and rising demand for immersive experiences, the market is expected to grow significantly in the coming years.

Key players in the market

Some of the key players in Immersive Technology market include: Lockheed Martin Corporation, Google LLC, Acer Inc., FAAC Incorporated, CM Labs Simulations Inc., HTC Corporation, Varjo Technologies, Immersive Technologies Pty Limited, Zeality Inc, EON Reality Inc., Atheer Inc., Sony Corporation, Oculus (Facebook Technologies, LLC.), Samsung Group, AVEVA Group PLC, HCL Technologies Limited, Honeywell International Inc., NCTech Limited, Blippar Ltd. and Magic Leap Inc.

Key Developments:

In October 2023, CM Labs Simulations has unveiled the Intellia Instructor, a software program serving as a component of a next-generation training management system. Intellia Instructor works in concert with CM Labs suite of Training Packs and Vortex Training Simulators to provide a methodology for organizations in the Construction and Utilities market.

In June 2023, Honeywell International Inc. HON has entered into a definitive agreement to acquire heads-up-display (HUD) assets of Swedish aerospace and defense company Saab Technology. The financial terms of the transaction are kept under wraps. The HUD system reduces the workload for pilots, helps them with increased situational awareness and increases flight safety.

In March 2023, Varjo Technologies and Leonardo have announced today that they are joining forces to enhance the capability of Leonardo's aircraft training devices through industry-leading mixed reality technology from Varjo. This agreement continues to strengthen and improve Leonardo's capabilities in the Simulation and Training domain.

Components Covered:

  • Hardware
  • Software/Platform
  • Services
  • Other Components

Technologies Covered:

  • Mixed Reality (MR)
  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • 360 Film
  • Other Technologies

Applications Covered:

  • Training & Learning
  • Emergency Services
  • Product Development
  • Sales & Marketing
  • Remote Collaboration
  • Visualization
  • Promotion & Advertising
  • Remote Assistance
  • Content Creation
  • Metaverse
  • Other Applications

End Users Covered:

  • Healthcare
  • Retail & Ecommerce
  • Education
  • Construction
  • Media & Entertainment
  • Gaming
  • Manufacturing
  • Aerospace & Defense
  • Automotive
  • Energy
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Immersive Technology Market, By Component

  • 5.1 Introduction
  • 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/Platform
  • 5.4 Services
    • 5.4.1 Professional
    • 5.4.2 Managed
  • 5.5 Other Components

6 Global Immersive Technology Market, By Technology

  • 6.1 Introduction
  • 6.2 Mixed Reality (MR)
  • 6.3 Virtual Reality (VR)
  • 6.4 Augmented Reality (AR)
  • 6.5 360 Film
  • 6.6 Other Technologies

7 Global Immersive Technology Market, By Application

  • 7.1 Introduction
  • 7.2 Training & Learning
  • 7.3 Emergency Services
  • 7.4 Product Development
  • 7.5 Sales & Marketing
  • 7.6 Remote Collaboration
  • 7.7 Visualization
  • 7.8 Promotion & Advertising
  • 7.9 Remote Assistance
  • 7.10 Content Creation
  • 7.11 Metaverse
  • 7.12 Other Applications

8 Global Immersive Technology Market, By End User

  • 8.1 Introduction
  • 8.2 Healthcare
  • 8.3 Retail & Ecommerce
  • 8.4 Education
  • 8.5 Construction
  • 8.6 Media & Entertainment
  • 8.7 Gaming
  • 8.8 Manufacturing
  • 8.9 Aerospace & Defense
  • 8.10 Automotive
  • 8.11 Energy
  • 8.12 Other End Users

9 Global Immersive Technology Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Lockheed Martin Corporation
  • 11.2 Google LLC
  • 11.3 Acer Inc.
  • 11.4 FAAC Incorporated
  • 11.5 CM Labs Simulations Inc.
  • 11.6 HTC Corporation
  • 11.7 Varjo Technologies
  • 11.8 Immersive Technologies Pty Limited
  • 11.9 Zeality Inc
  • 11.10 EON Reality Inc.
  • 11.11 Atheer Inc.
  • 11.12 Sony Corporation
  • 11.13 Oculus (Facebook Technologies, LLC.)
  • 11.14 Samsung Group
  • 11.15 AVEVA Group PLC
  • 11.16 HCL Technologies Limited
  • 11.17 Honeywell International Inc.
  • 11.18 NCTech Limited
  • 11.19 Blippar Ltd.
  • 11.20 Magic Leap Inc.

List of Tables

  • Table 1 Global Immersive Technology Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Immersive Technology Market Outlook, By Component (2021-2030) ($MN)
  • Table 3 Global Immersive Technology Market Outlook, By Hardware (2021-2030) ($MN)
  • Table 4 Global Immersive Technology Market Outlook, By Head-Mounted Display (HMD) (2021-2030) ($MN)
  • Table 5 Global Immersive Technology Market Outlook, By Gesture Tracking Devices (GTD) (2021-2030) ($MN)
  • Table 6 Global Immersive Technology Market Outlook, By Projectors & Display Walls (PDW) (2021-2030) ($MN)
  • Table 7 Global Immersive Technology Market Outlook, By Software/Platform (2021-2030) ($MN)
  • Table 8 Global Immersive Technology Market Outlook, By Services (2021-2030) ($MN)
  • Table 9 Global Immersive Technology Market Outlook, By Professional (2021-2030) ($MN)
  • Table 10 Global Immersive Technology Market Outlook, By Managed (2021-2030) ($MN)
  • Table 11 Global Immersive Technology Market Outlook, By Other Components (2021-2030) ($MN)
  • Table 12 Global Immersive Technology Market Outlook, By Technology (2021-2030) ($MN)
  • Table 13 Global Immersive Technology Market Outlook, By Mixed Reality (MR) (2021-2030) ($MN)
  • Table 14 Global Immersive Technology Market Outlook, By Virtual Reality (VR) (2021-2030) ($MN)
  • Table 15 Global Immersive Technology Market Outlook, By Augmented Reality (AR) (2021-2030) ($MN)
  • Table 16 Global Immersive Technology Market Outlook, By 360 Film (2021-2030) ($MN)
  • Table 17 Global Immersive Technology Market Outlook, By Other Technologies (2021-2030) ($MN)
  • Table 18 Global Immersive Technology Market Outlook, By Application (2021-2030) ($MN)
  • Table 19 Global Immersive Technology Market Outlook, By Training & Learning (2021-2030) ($MN)
  • Table 20 Global Immersive Technology Market Outlook, By Emergency Services (2021-2030) ($MN)
  • Table 21 Global Immersive Technology Market Outlook, By Product Development (2021-2030) ($MN)
  • Table 22 Global Immersive Technology Market Outlook, By Sales & Marketing (2021-2030) ($MN)
  • Table 23 Global Immersive Technology Market Outlook, By Remote Collaboration (2021-2030) ($MN)
  • Table 24 Global Immersive Technology Market Outlook, By Visualization (2021-2030) ($MN)
  • Table 25 Global Immersive Technology Market Outlook, By Promotion & Advertising (2021-2030) ($MN)
  • Table 26 Global Immersive Technology Market Outlook, By Remote Assistance (2021-2030) ($MN)
  • Table 27 Global Immersive Technology Market Outlook, By Content Creation (2021-2030) ($MN)
  • Table 28 Global Immersive Technology Market Outlook, By Metaverse (2021-2030) ($MN)
  • Table 29 Global Immersive Technology Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 30 Global Immersive Technology Market Outlook, By End User (2021-2030) ($MN)
  • Table 31 Global Immersive Technology Market Outlook, By Healthcare (2021-2030) ($MN)
  • Table 32 Global Immersive Technology Market Outlook, By Retail & Ecommerce (2021-2030) ($MN)
  • Table 33 Global Immersive Technology Market Outlook, By Education (2021-2030) ($MN)
  • Table 34 Global Immersive Technology Market Outlook, By Construction (2021-2030) ($MN)
  • Table 35 Global Immersive Technology Market Outlook, By Media & Entertainment (2021-2030) ($MN)
  • Table 36 Global Immersive Technology Market Outlook, By Gaming (2021-2030) ($MN)
  • Table 37 Global Immersive Technology Market Outlook, By Manufacturing (2021-2030) ($MN)
  • Table 38 Global Immersive Technology Market Outlook, By Aerospace & Defense (2021-2030) ($MN)
  • Table 39 Global Immersive Technology Market Outlook, By Automotive (2021-2030) ($MN)
  • Table 40 Global Immersive Technology Market Outlook, By Energy (2021-2030) ($MN)
  • Table 41 Global Immersive Technology Market Outlook, By Other End Users (2021-2030) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.